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https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 03:52:48 -05:00
WIP: semi-working triangulation
This commit is contained in:
@@ -11,4 +11,20 @@
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namespace tc {
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Cosets solve(const Group &group, const std::vector<Gen> &sub_gens, const Coset &bound = UNBOUNDED);
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// todo
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///**
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// * Solve the cosets generated by sg_gens within the subgroup generated by g_gens of the group context
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// */
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// tc::Cosets solve(
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// const tc::Group &context,
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// const std::vector<tc::Gen> &g_gens,
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// const std::vector<tc::Gen> &sg_gens
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// ) {
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// // todo this should also be handled with 'global' generators.
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// const auto proper_sg_gens = recontext_gens(context, g_gens, sg_gens);
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//
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// return tc::solve(context.subgroup(g_gens), proper_sg_gens);
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// }
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}
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@@ -67,14 +67,14 @@ namespace tc {
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return _orders(i, j);
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}
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[[nodiscard]] SubGroup subgroup(const std::vector<int> &gens) const;
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[[nodiscard]] SubGroup subgroup(const std::vector<tc::Gen> &gens) const;
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};
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struct SubGroup : public Group {
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std::vector<int> gen_map;
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std::vector<tc::Gen> gen_map;
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const Group &parent;
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SubGroup(const Group &parent, std::vector<int> gen_map)
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SubGroup(const Group &parent, std::vector<tc::Gen> gen_map)
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: Group(gen_map.size()), parent(parent), gen_map() {
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std::sort(gen_map.begin(), gen_map.end());
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@@ -6,7 +6,7 @@
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#include <vector>
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namespace tc {
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SubGroup Group::subgroup(const std::vector<int> &gens) const {
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SubGroup Group::subgroup(const std::vector<tc::Gen> &gens) const {
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return {*this, gens};
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}
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@@ -11,12 +11,12 @@
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#include "combo.hpp"
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/**
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* Produce a list of all generators for the group context. The range [0..group.ngens).
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* Produce a list of all generators for the group context. The range [0..group.rank).
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*/
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std::vector<int> generators(const tc::Group &context) {
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std::vector<tc::Gen> generators(const tc::Group &context) {
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// todo if tc::Group has 'global' generators, then this will be a member of tc::Group.
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// std::iota would populate a 'default' list of names, if names are not provided.
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std::vector<int> g_gens(context.ngens);
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std::vector<tc::Gen> g_gens(context.rank);
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std::iota(g_gens.begin(), g_gens.end(), 0);
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return g_gens;
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}
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@@ -24,20 +24,20 @@ std::vector<int> generators(const tc::Group &context) {
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/**
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* Determine which of g_gens are the correct names for sg_gens within the current context
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*/
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std::vector<int> recontext_gens(
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std::vector<tc::Gen> recontext_gens(
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const tc::Group &context,
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std::vector<int> g_gens,
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std::vector<int> sg_gens) {
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std::vector<tc::Gen> g_gens,
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std::vector<tc::Gen> sg_gens) {
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// todo ideally tc::Group will deal in 'global' generators so this stell will be unecessary.
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std::sort(g_gens.begin(), g_gens.end());
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int inv_gen_map[context.ngens];
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tc::Gen inv_gen_map[context.rank];
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for (size_t i = 0; i < g_gens.size(); i++) {
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inv_gen_map[g_gens[i]] = i;
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}
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std::vector<int> s_sg_gens;
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std::vector<tc::Gen> s_sg_gens;
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s_sg_gens.reserve(sg_gens.size());
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for (const auto gen: sg_gens) {
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s_sg_gens.push_back(inv_gen_map[gen]);
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@@ -52,21 +52,22 @@ std::vector<int> recontext_gens(
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*/
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tc::Cosets solve(
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const tc::Group &context,
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const std::vector<int> &g_gens,
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const std::vector<int> &sg_gens
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const std::vector<tc::Gen> &g_gens,
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const std::vector<tc::Gen> &sg_gens
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) {
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// todo this should also be handled with 'global' generators.
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const auto proper_sg_gens = recontext_gens(context, g_gens, sg_gens);
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return context.subgroup(g_gens).solve(proper_sg_gens);
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return tc::solve(context.subgroup(g_gens), proper_sg_gens);
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}
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/**
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* Apply some context transformation to all primitives of this mesh.
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*/
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template<unsigned N>
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void apply(const tc::Cosets &table, int gen, Prims<N> &mat) {
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void apply(const tc::Cosets &table, tc::Gen gen, Prims<N> &mat) {
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auto data = mat.data();
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for (int i = 0; i < mat.size(); ++i) {
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for (tc::Gen i = 0; i < mat.size(); ++i) {
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data[i] = table.get(data[i], gen);
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}
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}
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@@ -79,15 +80,15 @@ template<unsigned N>
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Prims<N> recontext(
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Prims<N> prims,
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const tc::Group &context,
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const std::vector<int> &g_gens,
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const std::vector<int> &sg_gens
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const std::vector<tc::Gen> &g_gens,
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const std::vector<tc::Gen> &sg_gens
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) {
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// todo this will be simpler with 'global' gens, but it's still not free...
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const auto proper_sg_gens = recontext_gens(context, g_gens, sg_gens);
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const auto table = solve(context, g_gens, {});
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const auto path = solve(context, sg_gens, {}).path;
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auto map = path.template walk<int, int>(0, proper_sg_gens, [table](int coset, int gen) {
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auto map = path.template walk<tc::Coset, tc::Gen>(0, proper_sg_gens, [table](tc::Coset coset, tc::Gen gen) {
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return table.get(coset, gen);
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});
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@@ -127,8 +128,8 @@ template<unsigned N>
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std::vector<Prims<N>> tile(
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Prims<N> prims,
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const tc::Group &context,
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const std::vector<int> &g_gens,
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const std::vector<int> &sg_gens
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const std::vector<tc::Gen> &g_gens,
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const std::vector<tc::Gen> &sg_gens
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) {
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// todo convert to nullaryexpr.
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// some stuff will be easier with global generators, but not all.
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@@ -138,11 +139,11 @@ std::vector<Prims<N>> tile(
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const auto table = solve(context, g_gens, {});
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const auto path = solve(context, g_gens, sg_gens).path;
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std::vector<int> _gens = generators(context);
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std::vector<tc::Gen> _gens = generators(context);
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std::vector<Prims<N>> res = path.walk<Prims<N>, int>(
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std::vector<Prims<N>> res = path.walk<Prims<N>, tc::Gen>(
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base, _gens,
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[&](Prims<N> from, int gen) {
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[&](Prims<N> from, tc::Gen gen) {
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apply<N>(table, gen, from);
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return from;
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}
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@@ -172,7 +173,7 @@ Prims<N + 1> fan(Prims<N> prims, int root) {
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template<unsigned N>
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Prims<N> triangulate(
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const tc::Group &context,
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const std::vector<int> &g_gens
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const std::vector<tc::Gen> &g_gens
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) {
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// todo (?) might be possible with nullaryexpr
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// not so sure, though.
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@@ -201,7 +202,7 @@ Prims<N> triangulate(
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template<>
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Prims<1> triangulate<1>(
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const tc::Group &context,
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const std::vector<int> &g_gens
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const std::vector<tc::Gen> &g_gens
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) {
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if (not g_gens.empty()) // todo make static assert
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throw std::logic_error("g_gens must be empty for a trivial Mesh");
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@@ -210,10 +211,10 @@ Prims<1> triangulate<1>(
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}
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template<unsigned N, class T>
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auto hull(const tc::Group &group, T all_sg_gens, const std::vector<std::vector<int>> &exclude) {
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auto hull(const tc::Group &group, T all_sg_gens, const std::vector<std::vector<tc::Gen>> &exclude) {
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std::vector<Prims<N>> parts;
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auto g_gens = generators(group);
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for (const std::vector<int> &sg_gens: all_sg_gens) {
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for (const std::vector<tc::Gen> &sg_gens: all_sg_gens) {
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bool excluded = false;
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for (const auto &test: exclude) {
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if (sg_gens == test) {
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@@ -15,6 +15,7 @@ public:
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private:
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GLuint id = 0;
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GLuint count = 0;
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template<size_t ...idx>
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inline void formatall(
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@@ -18,6 +18,7 @@
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#include <tc/core.hpp>
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#include <geo/mirror.hpp>
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#include <geo/solver.hpp>
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#include "render/pointrender.hpp"
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@@ -118,7 +119,10 @@ void set_style() {
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int run(GLFWwindow *window, ImGuiContext *context) {
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State state;
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PointCloud pc;
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LineCloud lc;
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PointRenderer<Eigen::Vector4f> point_render;
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LineRenderer<Eigen::Vector4f> line_render;
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{
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tc::Group group = tc::coxeter("3 4 3");
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@@ -134,7 +138,10 @@ int run(GLFWwindow *window, ImGuiContext *context) {
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auto points = cosets.path.walk<vec4, vec4>(start, mirrors, reflect<vec4>);
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point_render.upload(points);
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std::vector<Prims<2>> edges = hull<2>(group, std::vector<std::vector<tc::Gen>>{{0}, {1}, {2}, {3}}, {});
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pc.upload(points);
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lc.upload(points, edges);
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}
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glEnable(GL_DEPTH_TEST);
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@@ -158,7 +165,8 @@ int run(GLFWwindow *window, ImGuiContext *context) {
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auto aspect = (float) display_h / (float) display_w;
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state.proj = Eigen::AlignedScaling3f(aspect, 1.0, -0.6);
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point_render.draw(state);
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point_render.draw(pc, state);
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line_render.draw(lc, state);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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@@ -18,18 +18,13 @@ struct State {
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};
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template<typename V_=Eigen::Vector4f>
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struct PointRenderer {
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struct PointCloud {
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using Vertex = V_;
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VertexShader vs{std::ifstream("res/shaders/main.vert.glsl")};
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FragmentShader fs{std::ifstream("res/shaders/main.frag.glsl")};
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Program pgm{vs, fs};
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Buffer<Vertex> vbo;
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VertexArray<Vertex> vao{vbo};
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GLuint count;
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GLuint count{};
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template<typename T>
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void upload(const T &points) {
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@@ -38,15 +33,70 @@ struct PointRenderer {
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// Buffer<GLuint> ind_buf;
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// glVertexArrayElementBuffer(vao, ind_buf);
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}
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};
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void draw(const State &state) {
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template<typename V_=Eigen::Vector4f>
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struct PointRenderer {
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using Vertex = V_;
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VertexShader vs{std::ifstream("res/shaders/main.vert.glsl")};
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FragmentShader fs{std::ifstream("res/shaders/main.frag.glsl")};
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Program pgm{vs, fs};
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void draw(const PointCloud<Vertex> &obj, const State &state) {
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glUseProgram(pgm);
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glBindVertexArray(vao);
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glBindVertexArray(obj.vao);
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glUniform4fv(0, 1, state.fg.data());
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glUniform1f(1, state.time);
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glUniformMatrix4fv(2, 1, false, state.proj.data());
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glUniformMatrix4fv(3, 1, false, state.view.data());
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glDrawArrays(GL_POINTS, 0, count);
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glDrawArrays(GL_POINTS, 0, obj.count);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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};
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template<typename V_=Eigen::Vector4f>
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struct LineCloud {
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using Vertex = V_;
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Buffer<Vertex> vbo;
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Buffer<Prims<2>> ibo;
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VertexArray<Vertex> vao{vbo};
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GLuint count{};
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LineCloud() {
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glVertexArrayElementBuffer(vao, ibo);
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}
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template<typename T, typename U>
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void upload(const T &points, const U &inds) {
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vbo.upload(points);
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Eigen::MatrixXi x;
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count = ibo.upload(inds);
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}
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};
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template<typename V_=Eigen::Vector4f>
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struct LineRenderer {
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using Vertex = V_;
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VertexShader vs{std::ifstream("res/shaders/main.vert.glsl")};
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FragmentShader fs{std::ifstream("res/shaders/main.frag.glsl")};
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Program pgm{vs, fs};
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void draw(const LineCloud<Vertex> &obj, const State &state) {
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glUseProgram(pgm);
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glBindVertexArray(obj.vao);
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glUniform4fv(0, 1, state.fg.data());
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glUniform1f(1, state.time);
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glUniformMatrix4fv(2, 1, false, state.proj.data());
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glUniformMatrix4fv(3, 1, false, state.view.data());
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glDrawElements(GL_LINES, obj.count, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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