opengl3 0.0.1.pre3 → 0.0.1.pre4
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- data/lib/glut.rb +5 -1
- data/lib/glut/i386/freeglut.dll.gitkeep +0 -0
- data/lib/glut/x86_64/freeglut.dll.gitkeep +0 -0
- data/lib/opengl/platform/windows.rb +28 -0
- data/lib/opengl/type.rb +14 -1
- data/lib/opengl/type/default.yml +1 -0
- data/lib/opengl/version.rb +1 -1
- metadata +13 -32
- data/.gitignore +0 -21
- data/.yardopts +0 -6
- data/Gemfile +0 -8
- data/LICENSE.txt +0 -22
- data/README.md +0 -92
- data/Rakefile +0 -26
- data/examples/math3d.rb +0 -65
- data/examples/ogl-2_1-basic.rb +0 -115
- data/examples/ogl-3_2-attribute_less.rb +0 -119
- data/examples/ogl-3_2-basic.rb +0 -136
- data/examples/ogl-3_2-cube.rb +0 -204
- data/examples/ogl-3_2-texture.rb +0 -163
- data/examples/ogl-4_0-quad_tessellation.rb +0 -284
- data/examples/ogl-4_0-triangle_tessellation.rb +0 -263
- data/opengl.gemspec +0 -24
- data/spec/spec_helper.rb +0 -8
- data/test/test_helper.rb +0 -8
- data/yard/database.rb +0 -51
- data/yard/dsl_handler.rb +0 -76
- data/yard/wrapper_handler.rb +0 -24
data/examples/ogl-3_2-texture.rb
DELETED
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require 'rubygems'
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require 'bundler/setup'
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require 'opengl'
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require 'glut'
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class TestApp
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include GLUT
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include OpenGL::Constants
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def initialize
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glutInit()
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caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
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if FFI::Platform.mac?
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caps |= GLUT_3_2_CORE_PROFILE
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else
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glutInitContextVersion(3, 2)
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glutInitContextProfile(:core)
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end
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glutInitDisplayMode(caps)
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glutInitWindowPosition(300, 200)
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glutInitWindowSize(512, 512)
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glutCreateWindow('test')
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# prevent callback proc from being garbage-collected
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glutDisplayFunc(@draw_proc ||= method(:draw).to_proc)
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end
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def start
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self.extend OpenGL::GL.entrypoints
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puts glGetString(GL_VERSION)
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@quad = begin
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buffer = glGenBuffers(1)[0]
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glBindBuffer(GL_ARRAY_BUFFER, buffer)
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glBufferData(GL_ARRAY_BUFFER, 3 * 4 * 4, nil, GL_STATIC_DRAW)
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glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
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ptr.put_array_of_GLfloat( 0, [-0.5, 0.5, 0.0])
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ptr.put_array_of_GLfloat(12, [-0.5,-0.5, 0.0])
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ptr.put_array_of_GLfloat(24, [ 0.5, 0.5, 0.0])
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ptr.put_array_of_GLfloat(36, [ 0.5,-0.5, 0.0])
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end
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array = glGenVertexArrays(1)[0]
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glBindVertexArray(array)
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glBindBuffer(GL_ARRAY_BUFFER, buffer)
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
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glBindVertexArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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array
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end
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@program = begin
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vertex_shader = glCreateShader(:vertex)
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glShaderSource(vertex_shader, VS_CODE)
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glCompileShader(vertex_shader)
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err_msg = glGetShaderInfoLog(vertex_shader)
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unless glIsShaderCompiled?(vertex_shader)
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raise RuntimeError, "vertex_shader:\n#{err_msg}"
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else
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$stderr.puts "vertex_shader:\n#{err_msg}"
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end
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fragment_shader = glCreateShader(:fragment)
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glShaderSource(fragment_shader, FS_CODE)
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glCompileShader(fragment_shader)
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err_msg = glGetShaderInfoLog(fragment_shader)
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unless glIsShaderCompiled?(fragment_shader)
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raise RuntimeError, "fragment_shader:\n#{err_msg}"
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else
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$stderr.puts "fragment_shader:\n#{err_msg}"
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end
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program = glCreateProgram()
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glAttachShader(program, vertex_shader)
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glAttachShader(program, fragment_shader)
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glBindAttribLocation(program, 0, "in_Position")
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glBindFragDataLocation(program, 0, "fs_FragColor")
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glLinkProgram(program)
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err_msg = glGetProgramInfoLog(program)
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unless glIsProgramLinked?(program)
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raise RuntimeError, "program:\n#{err_msg}"
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else
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$stderr.puts "program:\n#{err_msg}"
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end
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glDeleteShader(vertex_shader)
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glDeleteShader(fragment_shader)
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program
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end
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@texture = begin
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texture = glGenTextures(1)[0]
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width, height = [32, 32]
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data_ptr = FFI::MemoryPointer.new(:uint32, width * height)
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(0...height).each do |y|
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(0...width).each do |x|
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color = (x + y) % 2 == 0 ? 0x0 : 0xffffffff
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if (((Float(x)/width)**2) + ((Float(y)/height)**2)) <= 1.0
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color = 0xff0000ff
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end
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data_ptr.put_uint32(4*(y*width+x), color)
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end
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end
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glBindTexture(GL_TEXTURE_2D, texture)
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glTexImage2D GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, data_ptr
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, [GL_NEAREST])
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glBindTexture(GL_TEXTURE_2D, 0)
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texture
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end
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glutMainLoop()
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end
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def draw
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glUseProgram(@program)
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if (loc = glGetUniformLocation(@program, "u_Texture")) > -1
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glUniform1i(loc, 0)
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end
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, @texture)
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glBindVertexArray(@quad)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
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glutSwapBuffers()
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end
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VS_CODE =<<-GLSL
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#version 150 core
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in vec4 in_Position;
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out vec2 vs_TexCoord;
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void main()
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{
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gl_Position = in_Position;
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vs_TexCoord = in_Position.xy + 0.5;
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}
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GLSL
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FS_CODE =<<-GLSL
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#version 150 core
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in vec2 vs_TexCoord;
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out vec4 fs_FragColor;
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uniform sampler2D u_Texture;
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void main()
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{
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fs_FragColor = texture(u_Texture, vs_TexCoord);
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}
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GLSL
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end
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TestApp.new.start
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require 'rubygems'
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require 'bundler/setup'
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require 'opengl'
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require 'glut'
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require_relative 'math3d'
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class TestApp
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include GLUT
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include OpenGL::Constants
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def initialize
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glutInit()
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caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
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if FFI::Platform.mac?
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caps |= GLUT_4_0_CORE_PROFILE
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else
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glutInitContextVersion(4, 0)
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glutInitContextProfile(:core)
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end
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glutInitDisplayMode(caps)
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glutInitWindowPosition(300, 200)
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glutInitWindowSize(512, 512)
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glutCreateWindow('tessellation')
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glutDisplayFunc(@draw_method ||= method(:draw))
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glutReshapeFunc(@resize_method ||= method(:resize))
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glutMouseFunc(@mouse_press_method ||= method(:mouse_press))
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glutMotionFunc(@mouse_track_method ||= method(:mouse_track))
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end
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def start
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self.extend OpenGL::GL.entrypoints
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puts glGetString(GL_VERSION)
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@quad = begin
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vertex_buffer, index_buffer = glGenBuffers(2)
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer)
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n, m = 4, 4
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@quad_count = 4*m*n
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glBufferData(GL_ARRAY_BUFFER, 4*2*(n+1)*(m+1), nil, GL_STATIC_DRAW)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2*@quad_count, nil, GL_STATIC_DRAW)
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glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
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inv_n, inv_m, off = 1.0/n, 1.0/m, 0
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0.upto(m) do |i|
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y = 0.5 - i * inv_m
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0.upto(n) do |j|
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x = j * inv_n - 0.5
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ptr.put_array_of_GLfloat(off, [x, y])
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off += 4*2
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end
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end
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end
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glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
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off = 0
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0.upto(m-1) do |i|
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0.upto(n-1) do |j|
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v0 = i*(n+1)+j
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ptr.put_array_of_GLushort(off, [v0, v0+n+1, v0+n+2, v0+1])
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off += 2*4
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end
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end
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end
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array = glGenVertexArrays(1)[0]
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glBindVertexArray(array)
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nil)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer)
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glBindVertexArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
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array
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end
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@program = begin
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vertex_shader = glCreateShader(:vertex)
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glShaderSource(vertex_shader, VS_CODE)
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glCompileShader(vertex_shader)
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unless glIsShaderCompiled?(vertex_shader)
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msg = glGetShaderInfoLog(vertex_shader)
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raise RuntimeError, "vertex_shader:\n#{msg}"
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end
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tess_control_shader = glCreateShader(:tess_control)
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glShaderSource(tess_control_shader, TC_CODE)
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glCompileShader(tess_control_shader)
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unless glIsShaderCompiled?(tess_control_shader)
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msg = glGetShaderInfoLog(tess_control_shader)
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raise RuntimeError, "tess_control_shader:\n#{msg}"
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end
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tess_eval_shader = glCreateShader(:tess_eval)
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glShaderSource(tess_eval_shader, TE_CODE)
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glCompileShader(tess_eval_shader)
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unless glIsShaderCompiled?(tess_eval_shader)
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msg = glGetShaderInfoLog(tess_eval_shader)
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raise RuntimeError, "tess_eval_shader:\n#{msg}"
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end
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geometry_shader = glCreateShader(:geometry)
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glShaderSource(geometry_shader, GS_CODE)
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glCompileShader(geometry_shader)
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unless glIsShaderCompiled?(geometry_shader)
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msg = glGetShaderInfoLog(geometry_shader)
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raise RuntimeError, "geometry_shader:\n#{msg}"
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end
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fragment_shader = glCreateShader(:fragment)
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glShaderSource(fragment_shader, FS_CODE)
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glCompileShader(fragment_shader)
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unless glIsShaderCompiled?(fragment_shader)
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msg = glGetShaderInfoLog(fragment_shader)
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raise RuntimeError, "fragment_shader:\n#{msg}"
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end
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program = glCreateProgram()
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glAttachShader(program, vertex_shader)
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glAttachShader(program, tess_control_shader)
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glAttachShader(program, tess_eval_shader)
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glAttachShader(program, geometry_shader)
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glAttachShader(program, fragment_shader)
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glLinkProgram(program)
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unless glIsProgramLinked?(program)
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msg = glGetProgramInfoLog(program)
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raise RuntimeError, "program:\n#{msg}"
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end
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glDeleteShader(vertex_shader)
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glDeleteShader(tess_control_shader)
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glDeleteShader(tess_eval_shader)
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glDeleteShader(geometry_shader)
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glDeleteShader(fragment_shader)
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program
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end
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139
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@view = Matrix.translate(0, 0, -5)
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@world = Matrix.scale(5, 5, 5)
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glutMainLoop()
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end
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def draw
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glUseProgram(@program)
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if (loc = glGetUniformLocation(@program, "u_Projection")) != -1
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OpenGL::Type.GLfloat(16) do |ptr|
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ptr.write_array_of_GLfloat(@projection.to_a.flatten)
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glUniformMatrix4fv(loc, 1, GL_TRUE, ptr)
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end
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end
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if (loc = glGetUniformLocation(@program, "u_ModelView")) != -1
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OpenGL::Type.GLfloat(16) do |ptr|
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modelview = @view * @world
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ptr.write_array_of_GLfloat(modelview.to_a.flatten)
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glUniformMatrix4fv(loc, 1, GL_TRUE, ptr)
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end
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end
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glPatchParameteri(GL_PATCH_VERTICES, 4)
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glBindVertexArray(@quad)
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glDrawElements(GL_PATCHES, @quad_count, GL_UNSIGNED_SHORT, nil)
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-
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glutSwapBuffers()
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end
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171
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172
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def resize(width, height)
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glViewport(0, 0, width, height)
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174
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-
|
175
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fovy = 45.0 / 180.0 * Math::PI
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176
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aspect = Float(width) / Float(height)
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177
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z_near, z_far = 1.0, 100.0
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@projection = Matrix.perspective(fovy, aspect, z_near, z_far)
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end
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def mouse_press(button, button_state, x, y)
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if button == :LEFT
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case button_state
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when :DOWN
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@mouse_tracking_pos = [x, y]
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when :UP
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remove_instance_variable(:@mouse_tracking_pos)
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end
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end
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end
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def mouse_track(x, y)
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if defined? @mouse_tracking_pos
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delta_x = (x - @mouse_tracking_pos[0]) * 0.01
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delta_y = (y - @mouse_tracking_pos[1]) * 0.01
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#@world = Matrix.rotate_x(delta_y) * Matrix.rotate_y(delta_x) * @world
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@world = Matrix.translate(0,0,delta_y) * @world
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@mouse_tracking_pos = [x, y]
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glutPostRedisplay()
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end
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end
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VS_CODE =<<-GLSL
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#version 400 core
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uniform mat4 u_Projection;
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uniform mat4 u_ModelView;
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layout(location = 0) in vec4 in_Position;
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//out vec3 vs_Position;
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//out vec2 vs_TexCoord;
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void main()
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{
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gl_Position = u_Projection * u_ModelView * in_Position;
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//vs_Position = in_Position.xyz;
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//vs_TexCoord = in_Position.xy + 0.5;
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}
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GLSL
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TC_CODE =<<-GLSL
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#version 400 core
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layout(vertices=4) out;
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#define ID gl_InvocationID
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void main()
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{
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gl_out[ID].gl_Position = gl_in[ID].gl_Position;
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if (ID == 0) {
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float sum = 0.0;
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for (int i = 0; i < 4; ++i) {
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vec4 v = gl_in[i].gl_Position;
|
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sum += v.z / v.w;
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}
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sum *= 0.25;
|
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float k = 20 * clamp(1.0 - sum, 0.0, 2.0);
|
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gl_TessLevelInner[0] = k;
|
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gl_TessLevelInner[1] = k;
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gl_TessLevelOuter[0] = k;
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gl_TessLevelOuter[1] = k;
|
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|
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gl_TessLevelOuter[2] = k;
|
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|
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gl_TessLevelOuter[3] = k;
|
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|
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}
|
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|
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}
|
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|
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GLSL
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|
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|
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|
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TE_CODE =<<-GLSL
|
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|
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#version 400 core
|
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|
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layout(quads, fractional_even_spacing, ccw) in;
|
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|
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void main()
|
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|
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{
|
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float u = gl_TessCoord.x, v = gl_TessCoord.y;
|
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|
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vec4 upper = mix(gl_in[0].gl_Position, gl_in[3].gl_Position, v);
|
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|
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vec4 lower = mix(gl_in[1].gl_Position, gl_in[2].gl_Position, v);
|
253
|
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gl_Position = mix(upper, lower, u);
|
254
|
-
}
|
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|
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GLSL
|
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|
-
|
257
|
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GS_CODE =<<-GLSL
|
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|
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#version 400 core
|
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|
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layout(triangles) in;
|
260
|
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layout(triangle_strip, max_vertices=3) out;
|
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|
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void main()
|
262
|
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{
|
263
|
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for (int i = 0; i < 3; ++i) {
|
264
|
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gl_Position = gl_in[i].gl_Position;
|
265
|
-
EmitVertex();
|
266
|
-
}
|
267
|
-
EndPrimitive();
|
268
|
-
}
|
269
|
-
GLSL
|
270
|
-
|
271
|
-
FS_CODE =<<-GLSL
|
272
|
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#version 400 core
|
273
|
-
//in vec2 vs_TexCoord;
|
274
|
-
layout(location = 0) out vec4 fs_FragColor;
|
275
|
-
void main()
|
276
|
-
{
|
277
|
-
//fs_FragColor = vec4(vs_TexCoord, 0.0, 1.0);
|
278
|
-
fs_FragColor = vec4(1.0);
|
279
|
-
}
|
280
|
-
GLSL
|
281
|
-
|
282
|
-
end
|
283
|
-
|
284
|
-
TestApp.new.start
|
@@ -1,263 +0,0 @@
|
|
1
|
-
require 'rubygems'
|
2
|
-
require 'bundler/setup'
|
3
|
-
require 'opengl'
|
4
|
-
require 'glut'
|
5
|
-
require_relative 'math3d'
|
6
|
-
|
7
|
-
class TestApp
|
8
|
-
include GLUT
|
9
|
-
include OpenGL::Constants
|
10
|
-
|
11
|
-
def initialize
|
12
|
-
glutInit()
|
13
|
-
caps = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE
|
14
|
-
if FFI::Platform.mac?
|
15
|
-
caps |= GLUT_4_0_CORE_PROFILE
|
16
|
-
else
|
17
|
-
glutInitContextVersion(4, 0)
|
18
|
-
glutInitContextProfile(:core)
|
19
|
-
end
|
20
|
-
glutInitDisplayMode(caps)
|
21
|
-
glutInitWindowPosition(300, 200)
|
22
|
-
glutInitWindowSize(512, 512)
|
23
|
-
glutCreateWindow('tessellation')
|
24
|
-
|
25
|
-
glutDisplayFunc(@draw_method ||= method(:draw))
|
26
|
-
glutReshapeFunc(@resize_method ||= method(:resize))
|
27
|
-
glutMouseFunc(@mouse_press_method ||= method(:mouse_press))
|
28
|
-
glutMotionFunc(@mouse_track_method ||= method(:mouse_track))
|
29
|
-
end
|
30
|
-
|
31
|
-
def start
|
32
|
-
self.extend OpenGL::GL.entrypoints
|
33
|
-
puts glGetString(GL_VERSION)
|
34
|
-
|
35
|
-
@triangle = begin
|
36
|
-
vertex_buffer = glGenBuffers(1)[0]
|
37
|
-
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
|
38
|
-
glBufferData(GL_ARRAY_BUFFER, 4*2*3, nil, GL_STATIC_DRAW)
|
39
|
-
glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY) do |ptr|
|
40
|
-
r = 1.0
|
41
|
-
s = Math.sqrt(0.75) * r
|
42
|
-
ptr.put_array_of_GLfloat(0, [0.0, r])
|
43
|
-
ptr.put_array_of_GLfloat(8, [s, -0.5*r])
|
44
|
-
ptr.put_array_of_GLfloat(16, [-s, -0.5*r])
|
45
|
-
end
|
46
|
-
|
47
|
-
array = glGenVertexArrays(1)[0]
|
48
|
-
glBindVertexArray(array)
|
49
|
-
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
|
50
|
-
glEnableVertexAttribArray(0)
|
51
|
-
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nil)
|
52
|
-
|
53
|
-
glBindVertexArray(0)
|
54
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0)
|
55
|
-
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
|
56
|
-
|
57
|
-
array
|
58
|
-
end
|
59
|
-
|
60
|
-
@program = begin
|
61
|
-
vertex_shader = glCreateShader(:vertex)
|
62
|
-
glShaderSource(vertex_shader, VS_CODE)
|
63
|
-
glCompileShader(vertex_shader)
|
64
|
-
unless glIsShaderCompiled?(vertex_shader)
|
65
|
-
msg = glGetShaderInfoLog(vertex_shader)
|
66
|
-
raise RuntimeError, "vertex_shader:\n#{msg}"
|
67
|
-
end
|
68
|
-
|
69
|
-
tess_control_shader = glCreateShader(:tess_control)
|
70
|
-
glShaderSource(tess_control_shader, TC_CODE)
|
71
|
-
glCompileShader(tess_control_shader)
|
72
|
-
unless glIsShaderCompiled?(tess_control_shader)
|
73
|
-
msg = glGetShaderInfoLog(tess_control_shader)
|
74
|
-
raise RuntimeError, "tess_control_shader:\n#{msg}"
|
75
|
-
end
|
76
|
-
|
77
|
-
tess_eval_shader = glCreateShader(:tess_eval)
|
78
|
-
glShaderSource(tess_eval_shader, TE_CODE)
|
79
|
-
glCompileShader(tess_eval_shader)
|
80
|
-
unless glIsShaderCompiled?(tess_eval_shader)
|
81
|
-
msg = glGetShaderInfoLog(tess_eval_shader)
|
82
|
-
raise RuntimeError, "tess_eval_shader:\n#{msg}"
|
83
|
-
end
|
84
|
-
|
85
|
-
geometry_shader = glCreateShader(:geometry)
|
86
|
-
glShaderSource(geometry_shader, GS_CODE)
|
87
|
-
glCompileShader(geometry_shader)
|
88
|
-
unless glIsShaderCompiled?(geometry_shader)
|
89
|
-
msg = glGetShaderInfoLog(geometry_shader)
|
90
|
-
raise RuntimeError, "geometry_shader:\n#{msg}"
|
91
|
-
end
|
92
|
-
|
93
|
-
fragment_shader = glCreateShader(:fragment)
|
94
|
-
glShaderSource(fragment_shader, FS_CODE)
|
95
|
-
glCompileShader(fragment_shader)
|
96
|
-
unless glIsShaderCompiled?(fragment_shader)
|
97
|
-
msg = glGetShaderInfoLog(fragment_shader)
|
98
|
-
raise RuntimeError, "fragment_shader:\n#{msg}"
|
99
|
-
end
|
100
|
-
|
101
|
-
program = glCreateProgram()
|
102
|
-
glAttachShader(program, vertex_shader)
|
103
|
-
glAttachShader(program, tess_control_shader)
|
104
|
-
glAttachShader(program, tess_eval_shader)
|
105
|
-
glAttachShader(program, geometry_shader)
|
106
|
-
glAttachShader(program, fragment_shader)
|
107
|
-
glLinkProgram(program)
|
108
|
-
unless glIsProgramLinked?(program)
|
109
|
-
msg = glGetProgramInfoLog(program)
|
110
|
-
raise RuntimeError, "program:\n#{msg}"
|
111
|
-
end
|
112
|
-
glDeleteShader(vertex_shader)
|
113
|
-
glDeleteShader(tess_control_shader)
|
114
|
-
glDeleteShader(tess_eval_shader)
|
115
|
-
glDeleteShader(geometry_shader)
|
116
|
-
glDeleteShader(fragment_shader)
|
117
|
-
program
|
118
|
-
end
|
119
|
-
|
120
|
-
@view = Matrix.translate(0, 0, -5)
|
121
|
-
@world = Matrix.scale(5, 5, 5)
|
122
|
-
|
123
|
-
glutMainLoop()
|
124
|
-
end
|
125
|
-
|
126
|
-
def draw
|
127
|
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
128
|
-
|
129
|
-
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
130
|
-
|
131
|
-
glUseProgram(@program)
|
132
|
-
if (loc = glGetUniformLocation(@program, "u_Projection")) != -1
|
133
|
-
OpenGL::Type.GLfloat(16) do |ptr|
|
134
|
-
ptr.write_array_of_GLfloat(@projection.to_a.flatten)
|
135
|
-
glUniformMatrix4fv(loc, 1, GL_TRUE, ptr)
|
136
|
-
end
|
137
|
-
end
|
138
|
-
if (loc = glGetUniformLocation(@program, "u_ModelView")) != -1
|
139
|
-
OpenGL::Type.GLfloat(16) do |ptr|
|
140
|
-
modelview = @view * @world
|
141
|
-
ptr.write_array_of_GLfloat(modelview.to_a.flatten)
|
142
|
-
glUniformMatrix4fv(loc, 1, GL_TRUE, ptr)
|
143
|
-
end
|
144
|
-
end
|
145
|
-
glPatchParameteri(GL_PATCH_VERTICES, 3)
|
146
|
-
|
147
|
-
glBindVertexArray(@triangle)
|
148
|
-
glDrawArrays(GL_PATCHES, 0, 3)
|
149
|
-
|
150
|
-
glutSwapBuffers()
|
151
|
-
end
|
152
|
-
|
153
|
-
def resize(width, height)
|
154
|
-
glViewport(0, 0, width, height)
|
155
|
-
|
156
|
-
fovy = 45.0 / 180.0 * Math::PI
|
157
|
-
aspect = Float(width) / Float(height)
|
158
|
-
z_near, z_far = 1.0, 100.0
|
159
|
-
@projection = Matrix.perspective(fovy, aspect, z_near, z_far)
|
160
|
-
end
|
161
|
-
|
162
|
-
def mouse_press(button, button_state, x, y)
|
163
|
-
if button == :LEFT
|
164
|
-
case button_state
|
165
|
-
when :DOWN
|
166
|
-
@mouse_tracking_pos = [x, y]
|
167
|
-
when :UP
|
168
|
-
remove_instance_variable(:@mouse_tracking_pos)
|
169
|
-
end
|
170
|
-
end
|
171
|
-
end
|
172
|
-
|
173
|
-
def mouse_track(x, y)
|
174
|
-
if defined? @mouse_tracking_pos
|
175
|
-
delta_x = (x - @mouse_tracking_pos[0]) * 0.01
|
176
|
-
delta_y = (y - @mouse_tracking_pos[1]) * 0.01
|
177
|
-
|
178
|
-
#@world = Matrix.rotate_x(delta_y) * Matrix.rotate_y(delta_x) * @world
|
179
|
-
@world = Matrix.translate(0,0,delta_y) * @world
|
180
|
-
|
181
|
-
@mouse_tracking_pos = [x, y]
|
182
|
-
glutPostRedisplay()
|
183
|
-
end
|
184
|
-
end
|
185
|
-
|
186
|
-
VS_CODE =<<-GLSL
|
187
|
-
#version 400 core
|
188
|
-
uniform mat4 u_Projection;
|
189
|
-
uniform mat4 u_ModelView;
|
190
|
-
layout(location = 0) in vec4 in_Position;
|
191
|
-
//out vec3 vs_Position;
|
192
|
-
//out vec2 vs_TexCoord;
|
193
|
-
void main()
|
194
|
-
{
|
195
|
-
gl_Position = u_Projection * u_ModelView * in_Position;
|
196
|
-
//vs_Position = in_Position.xyz;
|
197
|
-
//vs_TexCoord = in_Position.xy + 0.5;
|
198
|
-
}
|
199
|
-
GLSL
|
200
|
-
|
201
|
-
TC_CODE =<<-GLSL
|
202
|
-
#version 400 core
|
203
|
-
layout(vertices=3) out;
|
204
|
-
#define ID gl_InvocationID
|
205
|
-
void main()
|
206
|
-
{
|
207
|
-
gl_out[ID].gl_Position = gl_in[ID].gl_Position;
|
208
|
-
if (ID == 0) {
|
209
|
-
float sum = 0.0;
|
210
|
-
for (int i = 0; i < 3; ++i) {
|
211
|
-
vec4 v = gl_in[i].gl_Position;
|
212
|
-
sum += v.z / v.w;
|
213
|
-
}
|
214
|
-
sum /= 3;
|
215
|
-
float k = 40 * clamp(1.0 - sum, 0.0, 2.0);
|
216
|
-
gl_TessLevelInner[0] = k;
|
217
|
-
gl_TessLevelOuter[0] = k;
|
218
|
-
gl_TessLevelOuter[1] = k;
|
219
|
-
gl_TessLevelOuter[2] = k;
|
220
|
-
}
|
221
|
-
}
|
222
|
-
GLSL
|
223
|
-
|
224
|
-
TE_CODE =<<-GLSL
|
225
|
-
#version 400 core
|
226
|
-
layout(triangles, fractional_even_spacing, ccw) in;
|
227
|
-
void main()
|
228
|
-
{
|
229
|
-
vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
|
230
|
-
vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
|
231
|
-
vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;
|
232
|
-
gl_Position = p0 + p1 + p2;
|
233
|
-
}
|
234
|
-
GLSL
|
235
|
-
|
236
|
-
GS_CODE =<<-GLSL
|
237
|
-
#version 400 core
|
238
|
-
layout(triangles) in;
|
239
|
-
layout(triangle_strip, max_vertices=3) out;
|
240
|
-
void main()
|
241
|
-
{
|
242
|
-
for (int i = 0; i < 3; ++i) {
|
243
|
-
gl_Position = gl_in[i].gl_Position;
|
244
|
-
EmitVertex();
|
245
|
-
}
|
246
|
-
EndPrimitive();
|
247
|
-
}
|
248
|
-
GLSL
|
249
|
-
|
250
|
-
FS_CODE =<<-GLSL
|
251
|
-
#version 400 core
|
252
|
-
//in vec2 vs_TexCoord;
|
253
|
-
layout(location = 0) out vec4 fs_FragColor;
|
254
|
-
void main()
|
255
|
-
{
|
256
|
-
//fs_FragColor = vec4(vs_TexCoord, 0.0, 1.0);
|
257
|
-
fs_FragColor = vec4(1.0);
|
258
|
-
}
|
259
|
-
GLSL
|
260
|
-
|
261
|
-
end
|
262
|
-
|
263
|
-
TestApp.new.start
|