mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 03:52:48 -05:00
ENH: Dynamically enable and color tilings
Use multidraw and command buffer
This commit is contained in:
@@ -8,6 +8,7 @@ namespace cgl {
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template<class T>
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class Buffer {
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GLuint id{};
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size_t _count = 0;
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public:
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using Element = T;
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@@ -32,25 +33,26 @@ namespace cgl {
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}
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[[nodiscard]] size_t size() const {
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GLint res;
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glGetNamedBufferParameteriv(id, GL_BUFFER_SIZE, &res);
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return (size_t) res;
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return _count * sizeof(T);
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}
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[[nodiscard]] size_t count() const {
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return size() / sizeof(T);
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}
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void put(const T &data, GLenum usage = GL_STATIC_DRAW) {
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glNamedBufferData(id, sizeof(T), &data, usage);
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return _count;
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}
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template<typename It>
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void put(It begin, It end, GLenum usage = GL_STATIC_DRAW) {
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glNamedBufferData(id, sizeof(T) * (end - begin), nullptr, usage);
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_count = end - begin;
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glNamedBufferData(id, sizeof(T) * _count, nullptr, usage);
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void* ptr = glMapNamedBuffer(id, GL_WRITE_ONLY);
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std::copy(begin, end, (T*) ptr);
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glUnmapNamedBuffer(id);
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}
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void put(const T &data, GLenum usage = GL_STATIC_DRAW) {
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T const* ptr = &data;
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put(ptr, ptr + 1, usage);
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}
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};
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}
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@@ -140,17 +140,53 @@ Indices<1> cell<1>(
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}
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template<int N>
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auto hull(
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const tc::Group &G
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) {
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struct Hull {
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struct Tiling {
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Eigen::Index first;
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Eigen::Index count;
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};
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std::vector<Tiling> tilings{};
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std::vector<std::vector<size_t>> subgroups{};
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Indices<N> inds{};
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explicit Hull(tc::Group const &G) {
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std::vector<Indices<N>> parts;
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for (auto H: G.subs(N - 1)) {
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Eigen::Index first = 0;
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for (const auto &H: G.subs(N - 1)) {
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auto sub_base = cell<N>(H);
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auto base = recontext(sub_base, G, H);
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auto tiles = tile(base, G, H);
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parts.push_back(merge(tiles));
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auto tiling = merge(tiles);
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subgroups.push_back(H.gens());
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tilings.push_back({first, tiling.cols()});
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parts.push_back(tiling);
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first += tiling.cols();
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}
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return parts;
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inds = merge(parts);
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}
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};
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struct Points {
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Eigen::Array<float, 4, Eigen::Dynamic> verts;
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explicit Points(tc::Group const &G, Eigen::Vector<float, 5> root) {
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auto mirrors = mirror<5>(G);
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auto corners = plane_intersections(mirrors);
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auto start = corners * root;
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tc::Cosets table = G.solve();
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tc::Path<vec5> path(table, mirrors.colwise());
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Eigen::Array<float, 5, Eigen::Dynamic> higher(5, path.order());
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path.walk(start, Reflect(), higher.matrix().colwise().begin());
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verts = Stereo()(higher);
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}
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};
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@@ -15,10 +15,10 @@ layout(std140, binding=2) uniform ModelMatrices {
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};
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layout(location=0) in ivec4 inds;
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layout(location=1) in vec4 col;
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layout(location=1) in vec3 col;
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out ivec4 vInds;
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out vec4 vCol;
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out vec3 vCol;
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out gl_PerVertex {
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vec4 gl_Position;
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@@ -18,10 +18,10 @@ layout(std140, binding=2) uniform ModelMatrices {
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};
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in ivec4 vInds[];
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in vec4 vCol[];
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in vec3 vCol[];
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layout(location=0) out vec4 pos;
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layout(location=1) out vec4 col;
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layout(location=1) out vec3 col;
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layout(location=2) out vec3 normal;
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out gl_PerVertex {
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@@ -1,8 +1,7 @@
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#version 430
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layout(location=2) uniform vec3 col;
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layout(location=0) in vec3 pos;
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layout(location=1) in vec3 col;
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layout(location=2) in vec3 normal;
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out vec4 color;
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@@ -18,65 +18,93 @@
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#include <shaders.hpp>
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namespace vis {
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struct Group {
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tc::Group group;
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vec5 root;
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vec3 color;
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template<int N>
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struct Structure {
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using Affine4f = Eigen::Transform<float, 4, Eigen::Affine>;
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using Vertex = Eigen::Vector<float, 4>;
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using Color = Eigen::Vector<float, 3>;
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using Cell = Eigen::Array<unsigned int, 4, 1>;
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Points points;
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Hull<N> hull;
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std::vector<char> enabled;
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std::vector<Eigen::Vector3f> colors;
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Affine4f transform = Affine4f::Identity();
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template<typename P, typename H>
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explicit Structure(P &&points_, H &&hull_, Color color_ = Color::Ones()):
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points(std::forward<P>(points_)),
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hull(std::forward<H>(hull_)),
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enabled(hull.tilings.size(), true),
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colors(hull.tilings.size(), color_),
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transform(Affine4f::Identity()) {
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}
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};
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struct VBOs {
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struct ModelMatrix {
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struct Uniform {
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Eigen::Matrix4f linear;
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Eigen::Vector4f translation;
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};
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cgl::Buffer<vec4> verts;
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cgl::Buffer<Eigen::Array<unsigned int, 4, 1>> ibo;
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cgl::Buffer<ModelMatrix> ubo;
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using Affine4f = Eigen::Transform<float, 4, Eigen::Affine>;
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Affine4f tform = Affine4f::Identity();
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struct Command {
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unsigned int count, instanceCount, first, baseInstance;
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};
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void upload_groups(entt::registry ®) {
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auto view = reg.view<const Group, VBOs>();
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cgl::Buffer<Structure<4>::Vertex> vertices;
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cgl::Buffer<Structure<4>::Color> colors;
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cgl::Buffer<Structure<4>::Cell> indices;
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cgl::Buffer<Uniform> uniform;
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cgl::Buffer<Command> commands;
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};
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for (auto [entity, group, vbos]: view.each()) {
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auto cosets = group.group.solve();
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auto mirrors = mirror<5>(group.group);
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auto corners = plane_intersections(mirrors);
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void upload_structure(entt::registry ®istry) {
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auto view = registry.view<Structure<4>, VBOs>();
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vec5 start = corners * group.root;
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for (auto [entity, structure, vbos]: view.each()) {
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auto vertices = structure.points.verts.colwise();
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auto indices = structure.hull.inds.colwise();
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tc::Path<vec5> path(cosets, mirrors.colwise());
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Eigen::Array<float, 5, Eigen::Dynamic> higher(5, path.order());
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path.walk(start, Reflect(), higher.matrix().colwise().begin());
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Eigen::Array<float, 4, Eigen::Dynamic> lower = Stereo()(higher);
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vbos.verts.put(lower.colwise().begin(), lower.colwise().end());
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// todo generate all, then mask using glMultiDraw.
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const Eigen::Index N = 4;
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auto tiles = hull<N>(group.group);
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tiles.erase(tiles.begin()); // remove {0, 1, 2} cells
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auto inds = merge<N>(tiles);
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vbos.ibo.put(inds.colwise().begin(), inds.colwise().end());
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vbos.vertices.put(vertices.begin(), vertices.end());
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vbos.indices.put(indices.begin(), indices.end());
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}
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}
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void upload_ubo(entt::registry ®) {
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auto view = reg.view<VBOs>();
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void upload_uniforms(entt::registry ®istry) {
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auto view = registry.view<Structure<4>, VBOs>();
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for (auto [entity, vbos]: view.each()) {
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vbos.ubo.put({vbos.tform.linear(),
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vbos.tform.translation()});
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for (auto [entity, structure, vbos]: view.each()) {
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auto colors = structure.colors;
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VBOs::Uniform uniform{
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structure.transform.linear(),
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structure.transform.translation(),
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};
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vbos.colors.put(colors.begin(), colors.end());
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vbos.uniform.put(uniform, GL_STREAM_DRAW);
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}
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}
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void upload_commands(entt::registry ®istry) {
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auto view = registry.view<Structure<4>, VBOs>();
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for (auto [entity, structure, vbos]: view.each()) {
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const auto &tilings = structure.hull.tilings;
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std::vector<VBOs::Command> commands;
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for (unsigned int i = 0; i < tilings.size(); ++i) {
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if (structure.enabled[i]) {
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auto [first, count] = tilings[i];
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commands.push_back({(unsigned int) count, 1, (unsigned int) first, i});
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}
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}
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vbos.commands.put(commands.begin(), commands.end(), GL_STREAM_DRAW);
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}
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}
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@@ -95,25 +123,29 @@ namespace vis {
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pipe.stage(solid);
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vao.iformat(0, 4, GL_UNSIGNED_INT);
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vao.format(1, 3, GL_FLOAT);
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glVertexArrayBindingDivisor(vao, 1, 1);
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}
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void operator()(entt::registry ®) {
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auto view = reg.view<const Group, VBOs>();
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auto view = reg.view<VBOs>();
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for (auto [entity, group, vbos]: view.each()) {
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for (auto [entity, vbos]: view.each()) {
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const size_t N = 4;
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glBindProgramPipeline(pipe);
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glProgramUniform3fv(solid, 2, 1, group.color.data());
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, vbos.ubo);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, vbos.uniform);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbos.vertices);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbos.verts);
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vao.vertexBuffer(0, vbos.indices);
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vao.vertexBuffer(1, vbos.colors);
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vao.vertexBuffer(0, vbos.ibo);
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, vbos.commands);
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glBindVertexArray(vao);
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glDrawArrays(GL_POINTS, 0, vbos.ibo.count());
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glMultiDrawArraysIndirect(GL_POINTS, nullptr, vbos.commands.count(), 0);
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glBindVertexArray(0);
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glBindProgramPipeline(0);
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@@ -15,11 +15,13 @@
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#include "comps.hpp"
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#include "fmt/core.h"
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#include "fmt/ranges.h"
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#include <shaders.hpp>
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#ifndef NDEBUG
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#include <cgl/debug.hpp>
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#include <utility>
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#endif
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#ifdef _WIN32
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@@ -36,8 +38,8 @@ struct Matrices {
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Eigen::Matrix4f proj;
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Eigen::Matrix4f view;
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Matrices(const Eigen::Matrix4f &proj, const Eigen::Matrix4f &view)
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: proj(proj), view(view) {
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Matrices(Eigen::Matrix4f proj, Eigen::Matrix4f view)
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: proj(std::move(proj)), view(std::move(view)) {
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}
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};
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@@ -106,6 +108,23 @@ void show_overlay(State &state) {
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ImGui::End();
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}
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void show_options(entt::registry ®istry) {
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auto view = registry.view<vis::Structure<4>>();
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for (auto [entity, structure]: view.each()) {
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ImGui::Begin("Structure View Options");
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for (int i = 0; i < structure.hull.tilings.size(); ++i) {
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std::string label = fmt::format("{}", structure.hull.subgroups[i]);
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ImGui::Checkbox(label.c_str(), (bool*) (&(structure.enabled[i])));
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ImGui::ColorEdit3(label.c_str(), structure.colors[i].data(), ImGuiColorEditFlags_NoLabel);
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}
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ImGui::End();
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}
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}
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void set_style() {
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ImGui::StyleColorsDark();
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@@ -135,16 +154,21 @@ int run(GLFWwindow* window, ImGuiContext* ctx) {
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state.dimension = 4;
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auto entity = registry.create();
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{
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// todo move symbol and root to structure
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// cache and recompute cells/points on frame (only if changed) in a system.
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registry.emplace<vis::Group>(
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entity,
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tc::schlafli({5, 3, 3, 2}),
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vec5{0.80, 0.09, 0.09, 0.09, 0.09},
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vec3{0.90, 0.90, 0.90}
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);
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tc::Group group = tc::schlafli({5, 3, 3, 2});
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Points points(group, vec5{0.80, 0.3, 0.15, 0.15, 0.03});
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Hull<4> hull(group);
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auto& structure = registry.emplace<vis::Structure<4>>(entity, std::move(points), std::move(hull));
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registry.emplace<vis::VBOs>(entity);
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vis::upload_groups(registry);
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structure.enabled[0] = false; // disable {0,1,2} cells
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}
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vis::upload_structure(registry);
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auto ubo = cgl::Buffer<Matrices>();
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, ubo);
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@@ -163,6 +187,7 @@ int run(GLFWwindow* window, ImGuiContext* ctx) {
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ImGui::NewFrame();
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show_overlay(state);
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show_options(registry);
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ImGui::Render();
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int width, height;
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@@ -171,10 +196,10 @@ int run(GLFWwindow* window, ImGuiContext* ctx) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ubo.put(build(window, state, ctx));
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ubo.put(build(window, state, ctx), GL_STREAM_DRAW);
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{
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auto &tform = registry.get<vis::VBOs>(entity).tform;
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auto &tform = registry.get<vis::Structure<4>>(entity).transform;
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if (!io.KeysDown[GLFW_KEY_SPACE]) {
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float speed = 1.0 / 8.0;
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@@ -202,7 +227,8 @@ int run(GLFWwindow* window, ImGuiContext* ctx) {
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tform.translation().w() = std::sin(state.time * 1.4) * 1.0;
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}
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vis::upload_ubo(registry);
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vis::upload_commands(registry);
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vis::upload_uniforms(registry);
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renderer(registry);
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Block a user