-
Notifications
You must be signed in to change notification settings - Fork 16
/
demo-DistancePicking.c
571 lines (497 loc) · 19.9 KB
/
demo-DistancePicking.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
// Distance Picking OpenGL Demo by Philip Rideout
// Licensed under the Creative Commons Attribution 3.0 Unported License.
// http://creativecommons.org/licenses/by/3.0/
#include <stdlib.h>
#include <stdbool.h>
#include <float.h>
#include "pez.h"
#include "vmath.h"
typedef struct {
int VertexCount;
int IndexCount;
GLuint Vao;
} MeshPod;
typedef struct {
Matrix4 Projection;
Matrix4 Ortho;
Matrix4 Modelview;
Matrix4 View;
Matrix4 Model;
Matrix3 Normal;
GLfloat PackedNormal[9];
} TransformsPod;
struct {
bool IsDragging;
float Theta;
Vector3 Mouse;
GLuint QueryObject;
GLuint LitProgram;
GLuint QuadProgram;
GLuint SoftProgram;
GLuint SpriteProgram;
GLuint ErodeProgram;
GLuint QuadVao;
GLuint OffscreenFbo;
GLuint ColorTexture;
GLenum ColorAttachment;
GLenum DistanceAttachments[2]; // ping-pong
GLuint DistanceTextures[2]; // ping-pong
MeshPod TrefoilKnot;
TransformsPod Transforms;
} Globals;
typedef struct {
Vector3 Position;
Vector3 Normal;
} Vertex;
static GLuint LoadProgram(const char* vsKey, const char* gsKey, const char* fsKey);
static GLuint CurrentProgram();
static MeshPod CreateTrefoil();
static GLuint CreateRenderTarget();
static GLuint CreateQuad(int sourceWidth, int sourceHeight, int destWidth, int destHeight);
static void SwapPingPong();
static void DrawBuffers(const char* fsOut0, GLenum attachment0,
const char* fsOut1, GLenum attachment1);
#define u(x) glGetUniformLocation(CurrentProgram(), x)
#define a(x) glGetAttribLocation(CurrentProgram(), x)
#define f(x) glGetFragDataLocation(CurrentProgram(), x)
#define offset(x) ((const GLvoid*)x)
PezConfig PezGetConfig()
{
PezConfig config;
config.Title = __FILE__;
config.Width = 853;
config.Height = 480;
config.Multisampling = false;
config.VerticalSync = true;
return config;
}
void PezInitialize()
{
const PezConfig cfg = PezGetConfig();
pezSwAddDirective("*", "#extension GL_ARB_explicit_attrib_location : enable");
// Compile shaders
Globals.QuadProgram = LoadProgram("Quad.VS", 0, "Quad.FS");
Globals.SoftProgram = LoadProgram("Quad.VS", 0, "Soft.FS");
Globals.SpriteProgram = LoadProgram("Sprite.VS", "Sprite.GS", "Sprite.FS");
Globals.ErodeProgram = LoadProgram("Quad.VS", 0, "Erode.FS");
Globals.LitProgram = LoadProgram("Lit.VS", 0, "Lit.FS");
// Set up viewport
float fovy = 16 * TwoPi / 180;
float aspect = (float) cfg.Width / cfg.Height;
float zNear = 0.1, zFar = 300;
Globals.Transforms.Projection = M4MakePerspective(fovy, aspect, zNear, zFar);
Globals.Transforms.Ortho = M4MakeOrthographic(0, cfg.Width, cfg.Height, 0, 0, 1);
// Create geometry
Globals.QuadVao = CreateQuad(cfg.Width, -cfg.Height, cfg.Width, cfg.Height);
glUseProgram(Globals.LitProgram);
Globals.TrefoilKnot = CreateTrefoil();
Globals.OffscreenFbo = CreateRenderTarget();
// Misc Initialization
glGenQueries(1, &Globals.QueryObject);
Globals.IsDragging = false;
Globals.Theta = 0;
Globals.Mouse.z = -1;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void PezUpdate(float seconds)
{
const float RadiansPerSecond = 2.0f;
Globals.Theta += seconds * RadiansPerSecond;
// Create the model-view matrix:
Globals.Transforms.Model = M4MakeRotationY(Globals.Theta);
Point3 eye = {0, 0, 4};
Point3 target = {0, 0, 0};
Vector3 up = {0, 1, 0};
Globals.Transforms.View = M4MakeLookAt(eye, target, up);
Globals.Transforms.Modelview = M4Mul(Globals.Transforms.View, Globals.Transforms.Model);
Globals.Transforms.Normal = M4GetUpper3x3(Globals.Transforms.Modelview);
for (int i = 0; i < 9; ++i)
Globals.Transforms.PackedNormal[i] = M3GetElem(Globals.Transforms.Normal, i/3, i%3);
}
void PezRender()
{
float* pModel = (float*) &Globals.Transforms.Model;
float* pView = (float*) &Globals.Transforms.View;
float* pModelview = (float*) &Globals.Transforms.Modelview;
float* pProjection = (float*) &Globals.Transforms.Projection;
float* pNormalMatrix = &Globals.Transforms.PackedNormal[0];
MeshPod* mesh = &Globals.TrefoilKnot;
float initColor[4] = { 0.5f, 0.6f, 0.7f, 1.0f };
float initDistance[4] = { 0, 0, FLT_MAX, 0 };
int MaxPassCount = 50;
const float w = PezGetConfig().Width;
const float h = PezGetConfig().Height;
bool isComputingDistance = true;
Point3 lightPosition = { 0.25, 0.25, 1.0 };
bool spinLight = false;
if (spinLight) {
lightPosition = T3MulP3(T3MakeRotationY(Globals.Theta), lightPosition);
}
// Create the seed texture and perform lighting simultaneously:
glBindFramebuffer(GL_FRAMEBUFFER, Globals.OffscreenFbo);
glUseProgram(Globals.LitProgram);
DrawBuffers("FragColor", Globals.ColorAttachment,
"DistanceMap", Globals.DistanceAttachments[0]);
glBindVertexArray(mesh->Vao);
glUniform3fv(u("LightPosition"), 1, &lightPosition.x);
glUniformMatrix4fv(u("ViewMatrix"), 1, 0, pView);
glUniformMatrix4fv(u("ModelMatrix"), 1, 0, pModel);
glUniformMatrix4fv(u("Modelview"), 1, 0, pModelview);
glUniformMatrix4fv(u("Projection"), 1, 0, pProjection);
glUniformMatrix3fv(u("NormalMatrix"), 1, 0, pNormalMatrix);
glClear(GL_DEPTH_BUFFER_BIT);
glClearBufferfv(GL_COLOR, 0, initColor);
if (isComputingDistance) {
glClearBufferfv(GL_COLOR, 1, initDistance);
}
glEnable(GL_DEPTH_TEST);
glDrawElements(GL_TRIANGLES, mesh->IndexCount, GL_UNSIGNED_SHORT, 0);
glDisable(GL_DEPTH_TEST);
// Compute a distance field, first with horizontal passes, then with vertical passes:
glUseProgram(Globals.ErodeProgram);
glUniform2f(u("InverseViewport"), 1.0f / w, 1.0f / h);
glBindVertexArray(Globals.QuadVao);
glUniform2f(u("Offset"), 1.0f / PezGetConfig().Width, 0);
for (int pass = 0, isVertical = 0; isComputingDistance; ++pass) {
// Swap the source & destination surfaces and bind them:
SwapPingPong();
glBindTexture(GL_TEXTURE_2D, Globals.DistanceTextures[0]);
DrawBuffers("DistanceMap", Globals.DistanceAttachments[0], 0, 0);
// Draw the full-screen quad:
glUniform1f(u("Beta"), (GLfloat) pass * 2 + 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (pass < MaxPassCount)
continue;
// If we exhausted the pass count, we're done with this phase:
if (!isVertical) {
isVertical = !isVertical;
pass = 0;
glUniform2f(u("Offset"), 0, 1.0f / PezGetConfig().Height);
} else {
break;
}
}
glBindTexture(GL_TEXTURE_2D, 0);
// Draw the backbuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glDisable(GL_DEPTH_TEST);
if (Globals.IsDragging) {
glUseProgram(Globals.QuadProgram);
glBindVertexArray(Globals.QuadVao);
glBindTexture(GL_TEXTURE_2D, Globals.DistanceTextures[0]);
glUniform3f(u("Scale"),
1.0f / PezGetConfig().Width,
1.0f / PezGetConfig().Width,
1.0f / 100.0f );
} else {
glUseProgram(Globals.SoftProgram);
glBindVertexArray(Globals.QuadVao);
glUniform2f(u("InverseViewport"), 1.0f / w, 1.0f / h);
glUniform1i(u("ColorTexture"), 0);
glUniform1i(u("DistanceTexture"), 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Globals.ColorTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Globals.DistanceTextures[0]);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
// Leave early if we don't have a valid mouse position yet
if (Globals.Mouse.z < 0) {
return;
}
glUseProgram(Globals.SpriteProgram);
// Update the teeny VBO for the mouse cursor
if (true) {
float x = Globals.Mouse.x;
float y = h - Globals.Mouse.y - 1;
glUniform2f(u("MouseLocation"), x, y);
}
Matrix4 i = M4MakeIdentity();
float* pIdentity = (float*) &i;
float* pOrtho = (float*) &Globals.Transforms.Ortho;
glBindTexture(GL_TEXTURE_2D, Globals.DistanceTextures[0]);
glUniformMatrix4fv(u("ViewMatrix"), 1, 0, pIdentity);
glUniformMatrix4fv(u("ModelMatrix"), 1, 0, pIdentity);
glUniformMatrix4fv(u("Modelview"), 1, 0, pIdentity);
glUniformMatrix4fv(u("Projection"), 1, 0, pOrtho);
glUniformMatrix3fv(u("NormalMatrix"), 1, 0, pNormalMatrix);
glUniform2f(u("SpriteSize"), 32, 32);
glUniform2f(u("HalfViewport"), w / 2.0f, h / 2.0f);
glUniform2f(u("InverseViewport"), 1.0f / w, 1.0f / h);
glUniform1f(u("Height"), h);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
glDisable(GL_BLEND);
}
void PezHandleMouse(int x, int y, int action)
{
Globals.Mouse.x = x;
Globals.Mouse.y = y;
Globals.Mouse.z = action;
if (action == PEZ_DOWN) {
Globals.IsDragging = true;
} else if (action == PEZ_UP) {
Globals.IsDragging = false;
}
}
static GLuint CurrentProgram()
{
GLuint p;
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*) &p);
return p;
}
static GLuint LoadProgram(const char* vsKey, const char* gsKey, const char* fsKey)
{
GLchar spew[256];
GLint compileSuccess;
GLuint programHandle = glCreateProgram();
const char* vsSource = pezGetShader(vsKey);
pezCheck(vsSource != 0, "Can't find vshader: %s\n", vsKey);
GLuint vsHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vsHandle, 1, &vsSource, 0);
glCompileShader(vsHandle);
glGetShaderiv(vsHandle, GL_COMPILE_STATUS, &compileSuccess);
glGetShaderInfoLog(vsHandle, sizeof(spew), 0, spew);
pezCheck(compileSuccess, "Can't compile vshader:\n%s", spew);
glAttachShader(programHandle, vsHandle);
if (gsKey) {
const char* gsSource = pezGetShader(gsKey);
pezCheck(gsSource != 0, "Can't find gshader: %s\n", gsKey);
GLuint gsHandle = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gsHandle, 1, &gsSource, 0);
glCompileShader(gsHandle);
glGetShaderiv(gsHandle, GL_COMPILE_STATUS, &compileSuccess);
glGetShaderInfoLog(gsHandle, sizeof(spew), 0, spew);
pezCheck(compileSuccess, "Can't compile gshader:\n%s", spew);
glAttachShader(programHandle, gsHandle);
}
const char* fsSource = pezGetShader(fsKey);
pezCheck(fsSource != 0, "Can't find fshader: %s\n", fsKey);
GLuint fsHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fsHandle, 1, &fsSource, 0);
glCompileShader(fsHandle);
glGetShaderiv(fsHandle, GL_COMPILE_STATUS, &compileSuccess);
glGetShaderInfoLog(fsHandle, sizeof(spew), 0, spew);
pezCheck(compileSuccess, "Can't compile fshader:\n%s", spew);
glAttachShader(programHandle, fsHandle);
glLinkProgram(programHandle);
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
glGetProgramInfoLog(programHandle, sizeof(spew), 0, spew);
pezCheck(linkSuccess, "Can't link shaders:\n%s", spew);
glUseProgram(programHandle);
return programHandle;
}
static GLuint CreateRenderTarget()
{
GLuint* colorTexture = &Globals.ColorTexture;
pezCheck(GL_NO_ERROR == glGetError(), "OpenGL error on line %d", __LINE__);
PezConfig cfg = PezGetConfig();
glGenTextures(1, colorTexture);
glBindTexture(GL_TEXTURE_2D, *colorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, cfg.Width, cfg.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
pezCheck(GL_NO_ERROR == glGetError(), "Unable to create color texture.");
GLuint* distanceTexture = &Globals.DistanceTextures[0];
for (int i = 0; i < 2; i++) {
glGenTextures(1, distanceTexture);
glBindTexture(GL_TEXTURE_2D, *distanceTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, cfg.Width, cfg.Height, 0, GL_RGB, GL_HALF_FLOAT, 0);
pezCheck(GL_NO_ERROR == glGetError(), "Unable to create distance texture.");
++distanceTexture;
}
distanceTexture = &Globals.DistanceTextures[0];
Globals.ColorAttachment = GL_COLOR_ATTACHMENT0;
Globals.DistanceAttachments[0] = GL_COLOR_ATTACHMENT1;
Globals.DistanceAttachments[1] = GL_COLOR_ATTACHMENT2;
GLuint fboHandle;
glGenFramebuffers(1, &fboHandle);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
glFramebufferTexture2D(GL_FRAMEBUFFER, Globals.ColorAttachment, GL_TEXTURE_2D, *colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, Globals.DistanceAttachments[0], GL_TEXTURE_2D, distanceTexture[0], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, Globals.DistanceAttachments[1], GL_TEXTURE_2D, distanceTexture[1], 0);
GLuint depthBuffer;
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cfg.Width, cfg.Height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
pezCheck(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER), "Invalid FBO.");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fboHandle;
}
static GLuint CreateQuad(int sourceWidth, int sourceHeight, int destWidth, int destHeight)
{
// Stretch to fit:
float q[] = {
-1, -1, 0, 1,
+1, -1, 1, 1,
-1, +1, 0, 0,
+1, +1, 1, 0 };
if (sourceHeight < 0) {
sourceHeight = -sourceHeight;
q[3] = 1-q[3];
q[7] = 1-q[7];
q[11] = 1-q[11];
q[15] = 1-q[15];
}
float sourceRatio = (float) sourceWidth / sourceHeight;
float destRatio = (float) destWidth / destHeight;
// Horizontal fit:
if (sourceRatio > destRatio) {
q[1] = q[5] = -destRatio / sourceRatio;
q[9] = q[13] = destRatio / sourceRatio;
// Vertical fit:
} else {
q[0] = q[8] = -sourceRatio / destRatio;
q[4] = q[12] = sourceRatio / destRatio;
}
GLuint vbo, vao;
glUseProgram(Globals.QuadProgram);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(q), q, GL_STATIC_DRAW);
glVertexAttribPointer(a("Position"), 2, GL_FLOAT, GL_FALSE, 16, 0);
glVertexAttribPointer(a("TexCoord"), 2, GL_FLOAT, GL_FALSE, 16, offset(8));
glEnableVertexAttribArray(a("Position"));
glEnableVertexAttribArray(a("TexCoord"));
return vao;
}
static Vector3 EvaluateTrefoil(float s, float t)
{
const float a = 0.5f; const float b = 0.3f;
const float c = 0.5f; const float d = 0.1f;
const float u = (1 - s) * 2 * TwoPi;
const float v = t * TwoPi;
const float r = a + b * cos(1.5f * u);
const float x = r * cos(u);
const float y = r * sin(u);
const float z = c * sin(1.5f * u);
Vector3 dv;
dv.x = -1.5f * b * sin(1.5f * u) * cos(u) - (a + b * cos(1.5f * u)) * sin(u);
dv.y = -1.5f * b * sin(1.5f * u) * sin(u) + (a + b * cos(1.5f * u)) * cos(u);
dv.z = 1.5f * c * cos(1.5f * u);
Vector3 q = V3Normalize(dv);
Vector3 qvn = V3Normalize((Vector3){q.y, -q.x, 0});
Vector3 ww = V3Cross(q, qvn);
Vector3 range;
range.x = x + d * (qvn.x * cos(v) + ww.x * sin(v));
range.y = y + d * (qvn.y * cos(v) + ww.y * sin(v));
range.z = z + d * ww.z * sin(v);
return range;
}
static MeshPod CreateTrefoil()
{
const int Slices = 128;
const int Stacks = 32;
const int VertexCount = Slices * Stacks;
const int IndexCount = VertexCount * 6;
MeshPod mesh;
glGenVertexArrays(1, &mesh.Vao);
glBindVertexArray(mesh.Vao);
// Create a buffer with interleaved positions and normals
if (true) {
Vertex verts[VertexCount];
Vertex* pVert = &verts[0];
float ds = 1.0f / Slices;
float dt = 1.0f / Stacks;
// The upper bounds in these loops are tweaked to reduce the
// chance of precision error causing an incorrect # of iterations.
for (float s = 0; s < 1 - ds / 2; s += ds) {
for (float t = 0; t < 1 - dt / 2; t += dt) {
const float E = 0.01f;
Vector3 p = EvaluateTrefoil(s, t);
Vector3 u = V3Sub(EvaluateTrefoil(s + E, t), p);
Vector3 v = V3Sub(EvaluateTrefoil(s, t + E), p);
Vector3 n = V3Normalize(V3Cross(u, v));
pVert->Position = p;
pVert->Normal = n;
++pVert;
}
}
pezCheck(pVert - &verts[0] == VertexCount, "Tessellation error.");
GLuint vbo;
GLsizeiptr size = sizeof(verts);
const GLvoid* data = &verts[0].Position.x;
GLenum usage = GL_STATIC_DRAW;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, size, data, usage);
}
// Create a buffer of 16-bit indices
if (true) {
GLushort inds[IndexCount];
GLushort* pIndex = &inds[0];
GLushort n = 0;
for (GLushort i = 0; i < Slices; i++) {
for (GLushort j = 0; j < Stacks; j++) {
*pIndex++ = (n + j + Stacks) % VertexCount;
*pIndex++ = n + (j + 1) % Stacks;
*pIndex++ = n + j;
*pIndex++ = (n + (j + 1) % Stacks + Stacks) % VertexCount;
*pIndex++ = (n + (j + 1) % Stacks) % VertexCount;
*pIndex++ = (n + j + Stacks) % VertexCount;
}
n += Stacks;
}
pezCheck(n == VertexCount, "Tessellation error.");
pezCheck(pIndex - &inds[0] == IndexCount, "Tessellation error.");
GLuint handle;
GLsizeiptr size = sizeof(inds);
const GLvoid* data = &inds[0];
GLenum usage = GL_STATIC_DRAW;
glGenBuffers(1, &handle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, usage);
}
mesh.VertexCount = VertexCount;
mesh.IndexCount = IndexCount;
glVertexAttribPointer(a("Position"), 3, GL_FLOAT, GL_FALSE, 24, 0);
glVertexAttribPointer(a("Normal"), 3, GL_FLOAT, GL_FALSE, 24, offset(12));
glEnableVertexAttribArray(a("Position"));
glEnableVertexAttribArray(a("Normal"));
return mesh;
}
static void SwapPingPong()
{
GLenum t0 = Globals.DistanceAttachments[1];
Globals.DistanceAttachments[1] = Globals.DistanceAttachments[0];
Globals.DistanceAttachments[0] = t0;
GLuint t1 = Globals.DistanceTextures[1];
Globals.DistanceTextures[1] = Globals.DistanceTextures[0];
Globals.DistanceTextures[0] = t1;
}
// Wraps glDrawBuffers so that unused slots are easily zeroed out.
// Takes pairs: fragment shader out variable + FBO attachment
// For example: "MyFragColor" + GL_COLOR_ATTACHMENT0
// Since this queries for a fragment shader location, a chosen shader
// must be bound when this is called.
static void DrawBuffers(const char* fsOut0, GLenum attachment0,
const char* fsOut1, GLenum attachment1)
{
GLenum slots[] = {GL_NONE, GL_NONE};
int numSlots = sizeof(slots) / sizeof(slots[0]);
int slot0 = f(fsOut0);
pezCheck(slot0 >= 0 && slot0 < numSlots, "Bad juju: %s\n", fsOut0);
slots[slot0] = attachment0;
if (fsOut1) {
int slot1 = f(fsOut1);
pezCheck(slot1 >= 0 && slot1 < numSlots, "Bad juju: %s\n", fsOut1);
slots[slot1] = attachment1;
}
glDrawBuffers(numSlots, &slots[0]);
}