Refactor Slice / SliceRenderer to be less general; get away from "prop" overhead.

This commit is contained in:
David Allemang
2020-10-11 18:55:43 -04:00
parent c164c319fc
commit 0534c4322c
5 changed files with 126 additions and 134 deletions

View File

@@ -15,7 +15,7 @@ add_custom_command(
add_definitions(${NANOGUI_EXTRA_DEFS})
include_directories(${NANOGUI_EXTRA_INCS})
add_executable(vis-gui src/main-gui.cpp)
target_include_directories(vis-gui PRIVATE include)
target_link_libraries(vis-gui PRIVATE tc nanogui yaml-cpp ${NANOGUI_EXTRA_LIBS})
add_dependencies(vis-gui shaders presets)
add_executable(vis src/main.cpp)
target_include_directories(vis PRIVATE include)
target_link_libraries(vis PRIVATE tc nanogui yaml-cpp ${NANOGUI_EXTRA_LIBS})
add_dependencies(vis shaders presets)

View File

@@ -7,6 +7,33 @@
#include <iostream>
#include "combo_iterator.hpp"
template<int N>
using vec = Eigen::Matrix<float, N, 1>;
template<int N>
using mat = Eigen::Matrix<float, N, N>;
using vec1 = vec<1>;
using vec2 = vec<2>;
using vec3 = vec<3>;
using vec4 = vec<4>;
using vec5 = vec<5>;
using mat1 = mat<1>;
using mat2 = mat<2>;
using mat3 = mat<3>;
using mat4 = mat<4>;
using mat5 = mat<5>;
mat4 ortho(float left, float right, float bottom, float top, float front, float back) {
mat<4> res = mat4();
res <<
2 / (right - left), 0, 0, -(right + left) / (right - left),
0, 2 / (top - bottom), 0, -(top + bottom) / (top - bottom),
0, 0, 2 / (front - back), -(front + back) / (front - back),
0, 0, 0, 1;
return res;
}
/**
* An primitive stage N indices.
* @tparam N

View File

@@ -8,22 +8,7 @@
#include <nanogui/glutil.h>
template<int N>
using vec = Eigen::Matrix<float, N, 1>;
template<int N>
using mat = Eigen::Matrix<float, N, N>;
using vec1 = vec<1>;
using vec2 = vec<2>;
using vec3 = vec<3>;
using vec4 = vec<4>;
using vec5 = vec<5>;
using mat1 = mat<1>;
using mat2 = mat<2>;
using mat3 = mat<3>;
using mat4 = mat<4>;
using mat5 = mat<5>;
#include <geometry.hpp>
template<class V>
float dot(int n, const V &a, const V &b) {
@@ -143,13 +128,3 @@ mat<N> rot(int u, int v, float theta) {
res(v, v) = std::cos(theta);
return res;
}
mat4 ortho(float left, float right, float bottom, float top, float front, float back) {
mat<4> res = mat4();
res <<
2 / (right - left), 0, 0, -(right + left) / (right - left),
0, 2 / (top - bottom), 0, -(top + bottom) / (top - bottom),
0, 0, 2 / (front - back), -(front + back) / (front - back),
0, 0, 0, 1;
return res;
}

View File

@@ -3,49 +3,98 @@
#include <cgl/vertexarray.hpp>
#include <cgl/buffer.hpp>
#include <cgl/pipeline.hpp>
#include <geometry.hpp>
#include "mirror.hpp"
#include <tuple>
struct Matrices {
mat4 proj = mat4::Identity();
mat4 view = mat4::Identity();
template<unsigned N, class... T>
struct Prop {
cgl::VertexArray vao;
std::tuple<cgl::Buffer<T>...> vbos;
Matrices() = default;
Matrices(mat4 proj, mat4 view) : proj(std::move(proj)), view(std::move(view)) {}
static Matrices build(const nanogui::Screen &screen) {
auto aspect = (float) screen.width() / (float) screen.height();
auto pheight = 1.4f;
auto pwidth = aspect * pheight;
mat4 proj = ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
auto view = mat4::Identity();
return Matrices(proj, view);
}
};
template<class T>
class Renderer {
public:
virtual void draw(const T &prop) const = 0;
};
template<unsigned N>
class Slice {
private:
const tc::Group group;
public:
cgl::Buffer<Primitive<N>> ibo;
cgl::Buffer<vec4> vbo;
cgl::VertexArray vao;
template<class T>
Slice(const tc::Group &g, T all_sg_gens, const std::vector<std::vector<int>> &exclude) : group(g) {
ibo.put(merge<N>(hull<N>(g, all_sg_gens, exclude)));
vao.ipointer(0, ibo, 4, GL_UNSIGNED_INT);
}
void setPoints(const vec5 &root, mat5 transform = mat5::Identity()) {
auto cosets = group.solve();
auto mirrors = mirror<5>(group);
auto corners = plane_intersections(mirrors);
auto start = barycentric(corners, root);
auto higher = cosets.path.walk<vec5, vec5>(start, mirrors, reflect<vec5>);
std::transform(
higher.begin(), higher.end(), higher.begin(),
[&](const vec5& v) { return transform * v; }
);
std::vector<vec4> lower(higher.size());
std::transform(higher.begin(), higher.end(), lower.begin(), stereo<4>);
vbo.put(lower);
}
};
template<unsigned N, class T>
struct Renderer {
cgl::pipeline pipe;
virtual void draw(const Prop<N, T> &prop) const = 0;
};
template<unsigned N, class T>
struct SliceRenderer : public Renderer<N, T> {
template<unsigned N>
class SliceRenderer : public Renderer<Slice<N>> {
private:
cgl::pgm::vert defer = cgl::pgm::vert::file(
"shaders/slice/deferred.vs.glsl");
"shaders/slice/deferred.vs.glsl");
cgl::pgm::geom slice = cgl::pgm::geom::file(
"shaders/slice/slice.gm.glsl");
"shaders/slice/slice.gm.glsl");
cgl::pgm::frag solid = cgl::pgm::frag::file(
"shaders/solid.fs.glsl");
"shaders/solid.fs.glsl");
cgl::pipeline pipe;
cgl::Buffer<Matrices> ubo;
public:
SliceRenderer() {
pipe.stage(defer);
pipe.stage(slice);
pipe.stage(solid);
}
void draw(const Prop<N, T> &prop) const override {
pipe.bound([&]() {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, std::get<0>(prop.vbos));
//// glProgramUniform3fv(solid, 2, 1, &prop.color.front());
glProgramUniform3f(solid, 2, 1.f, 1.f, 1.f);
prop.vao.bound([&]() {
glDrawArrays(GL_POINTS, 0, prop.ibo.count() * N);
});
});
void draw(const Slice<N> &prop) const {
glBindProgramPipeline(pipe);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, prop.vbo);
glProgramUniform3f(solid, 2, 1.f, 1.f, 1.f);
glBindVertexArray(prop.vao);
glDrawArrays(GL_POINTS, 0, prop.ibo.count() * N);
}
};

View File

@@ -1,16 +1,3 @@
/*
src/example4.cpp -- C++ version of an example application that shows
how to use the OpenGL widget. For a Python implementation, see
'../python/example4.py'.
NanoGUI was developed by Wenzel Jakob <wenzel.jakob@epfl.ch>.
The widget drawing code is based on the NanoVG demo application
by Mikko Mononen.
All rights reserved. Use of this source code is governed by a
BSD-style license that can be found in the LICENSE.txt file.
*/
#include <nanogui/opengl.h>
#include <nanogui/nanogui.h>
#include <nanogui/glutil.h>
@@ -25,35 +12,7 @@
#include <util.hpp>
#include <tc/groups.hpp>
struct Matrices {
mat4 proj = mat4::Identity();
mat4 view = mat4::Identity();
Matrices() = default;
Matrices(mat4 proj, mat4 view) : proj(std::move(proj)), view(std::move(view)) {}
static Matrices build(const nanogui::Screen &screen) {
auto aspect = (float) screen.width() / (float) screen.height();
auto pheight = 1.4f;
auto pwidth = aspect * pheight;
mat4 proj = ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
auto view = mat4::Identity();
return Matrices(proj, view);
}
};
template<class C>
std::vector<vec4> points(const tc::Group &group, const C &coords, const float time) {
auto cosets = group.solve();
auto mirrors = mirror<5>(group);
auto corners = plane_intersections(mirrors);
auto start = barycentric(corners, coords);
auto higher = cosets.path.walk<vec5, vec5>(start, mirrors, reflect<vec5>);
mat5 wander(float time) {
mat5 r = mat5::Identity();
r *= rot<5>(0, 2, time * .21f);
// r *= rot<5>(1, 4, time * .27f);
@@ -62,37 +21,18 @@ std::vector<vec4> points(const tc::Group &group, const C &coords, const float ti
r *= rot<5>(1, 3, time * .25f);
r *= rot<5>(2, 3, time * .12f);
std::transform(higher.begin(), higher.end(), higher.begin(), [&](vec5 v) { return r * v; });
std::vector<vec4> lower(higher.size());
std::transform(higher.begin(), higher.end(), lower.begin(), stereo<4>);
return lower;
}
template<int N, class T, class C>
Prop<4, vec4> make_slice(
const tc::Group &g,
const C &coords,
vec3 color,
T all_sg_gens,
const std::vector<std::vector<int>> &exclude
) {
Prop<N, vec4> res{};
// res.vbo.put(points(g, coords));
res.ibo.put(merge<N>(hull<N>(g, all_sg_gens, exclude)));
res.vao.ipointer(0, res.ibo, 4, GL_UNSIGNED_INT);
return res;
return r;
}
class ExampleApplication : public nanogui::Screen {
public:
vec5 root;
std::unique_ptr<tc::Group> group;
std::unique_ptr<Prop<4, vec4>> prop;
// std::unique_ptr<tc::Group> group;
std::unique_ptr<SliceRenderer<4>> ren;
std::unique_ptr<cgl::Buffer<Matrices>> ubo;
std::unique_ptr<SliceRenderer<4, vec4>> ren;
std::unique_ptr<Slice<4>> slice;
float glfw_time = 0;
float last_frame = 0;
@@ -123,19 +63,19 @@ public:
std::cout << utilInfo();
std::vector<int> symbol = {5, 3, 3, 2};
std::vector<int> symbol = {3, 4, 3, 2};
root << .80, .02, .02, .02, .02;
group = std::make_unique<tc::Group>(tc::schlafli(symbol));
auto gens = generators(*group);
std::vector<std::vector<int>> exclude = {{0, 1, 2}};
auto combos = Combos<int>(gens, 3);
auto group = tc::schlafli(symbol);
prop = std::make_unique<Prop<4, vec4>>(make_slice<4>(*group, root, {}, combos, exclude));
auto gens = generators(group);
auto combos = Combos<int>(gens, 3);
std::vector<std::vector<int>> exclude = {{0, 1, 2}};
slice = std::make_unique<Slice<4>>(group, combos, exclude);
ren = std::make_unique<SliceRenderer<4>>();
ubo = std::make_unique<cgl::Buffer<Matrices>>();
ren = std::make_unique<SliceRenderer<4, vec4>>();
}
void drawContents() override {
@@ -154,16 +94,17 @@ public:
last_frame = glfw_time;
if (!paused) time += frame_time;
std::get<0>(prop->vbos).put(points(*group, root, time));
auto rotation = wander(time);
slice->setPoints(root, rotation);
Matrices mats = Matrices::build(*this);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, *ubo);
ubo->put(mats);
ren->draw(*prop);
ren->draw(*slice);
}
};
int main(int /* argc */, char ** /* argv */) {
int main(int argc, char ** argv) {
try {
nanogui::init();