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https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
basic 5d rotations; crossview
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@@ -15,6 +15,15 @@ using vec3 = vec<3>;
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using vec4 = vec<4>;
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using vec4 = vec<4>;
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using vec5 = vec<5>;
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using vec5 = vec<5>;
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template<unsigned N>
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using mat = std::array<std::array<float, N>, N>;
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using mat1 = mat<1>;
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using mat2 = mat<2>;
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using mat3 = mat<3>;
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using mat4 = mat<4>;
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using mat5 = mat<5>;
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template<class V>
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template<class V>
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V operator*(V a, const float &b) {
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V operator*(V a, const float &b) {
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for (auto &e : a) e *= b;
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for (auto &e : a) e *= b;
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@@ -93,6 +102,30 @@ float dot(const V &a, const V &b) {
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return sum;
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return sum;
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}
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}
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vec5 mul(vec5 v, mat5 m) {
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vec5 r{};
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for (int i = 0; i < 5; ++i)
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for (int j = 0; j < 5; ++j)
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r[i] += m[i][j] * v[j];
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return r;
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}
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mat5 mul(mat5 a, mat5 b) {
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mat5 r{};
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for (int i = 0; i < 5; ++i) {
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for (int j = 0; j < 5; ++j) {
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for (int k = 0; k < 5; ++k) {
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r[i][j] += a[i][k] * b[k][j];
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}
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}
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}
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return r;
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}
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template<unsigned N>
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template<unsigned N>
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std::vector<vec<N>> mirror(const tc::Group &group) {
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std::vector<vec<N>> mirror(const tc::Group &group) {
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std::vector<std::vector<float>> mirrors;
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std::vector<std::vector<float>> mirrors;
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@@ -140,6 +173,15 @@ vec<N> stereo(const vec<N + 1> &v) {
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return r;
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return r;
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}
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}
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template<unsigned N>
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vec<N> ortho(const vec<N + 1> &v) {
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vec<N> r;
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for (int i = 0; i < N; ++i) {
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r[i] = v[i];
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}
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return r;
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}
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template<class V>
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template<class V>
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V project(const V &vec, const V &target) {
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V project(const V &vec, const V &target) {
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return dot(vec, target) / dot(target, target) * target;
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return dot(vec, target) / dot(target, target) * target;
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@@ -192,3 +234,21 @@ glm::mat4 utilRotate(const int u, const int v, const float theta) {
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res[v][v] = std::cos(theta);
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res[v][v] = std::cos(theta);
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return res;
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return res;
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}
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}
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template<unsigned N>
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mat<N> identity() {
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mat<N> res{};
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for (int i = 0; i < N; ++i)
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res[i][i] = 1;
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return res;
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}
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template<unsigned N>
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mat<N> rot(int u, int v, float theta) {
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auto res = identity<N>();
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res[u][u] = std::cos(theta);
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res[u][v] = std::sin(theta);
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res[v][u] = -std::sin(theta);
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res[v][v] = std::cos(theta);
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return res;
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}
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@@ -31,6 +31,8 @@ struct Matrices {
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glm::mat4 proj;
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glm::mat4 proj;
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glm::mat4 view;
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glm::mat4 view;
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Matrices() = default;
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Matrices(const glm::mat4 &proj, const glm::mat4 &view)
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Matrices(const glm::mat4 &proj, const glm::mat4 &view)
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: proj(proj), view(view) {
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: proj(proj), view(view) {
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}
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}
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@@ -45,49 +47,49 @@ struct State {
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int dimension;
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int dimension;
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};
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};
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Matrices build(GLFWwindow *window, State &state) {
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Matrices build(GLFWwindow *window, State &state, float shift = 0.0) {
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int width, height;
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetFramebufferSize(window, &width, &height);
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auto aspect = (float) width / (float) height;
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auto aspect = (float) width / (float) height / 2;
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auto pheight = 1.4f;
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auto pheight = 1.4f;
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auto pwidth = aspect * pheight;
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auto pwidth = aspect * pheight;
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glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
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glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
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glm::mat4 skew = glm::mat4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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shift, 0, 1, 0,
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0, 0, 0, 1
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);
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if (!glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)) {
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if (!glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)) {
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state.st += state.time_delta / 8;
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state.st += state.time_delta / 8;
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}
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}
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auto view = glm::identity<glm::mat4>();
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auto view = glm::identity<glm::mat4>();
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if (state.dimension < 4) {
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return Matrices(skew * proj, view);
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view *= utilRotate(2, 3, M_PI_2f32 + 0.01f);
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}
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if (state.dimension > 1) {
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view *= utilRotate(0, 1, state.st * .40f);
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}
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if (state.dimension > 2) {
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view *= utilRotate(0, 2, state.st * .20f);
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view *= utilRotate(1, 2, state.st * .50f);
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}
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if (state.dimension > 3) {
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view *= utilRotate(0, 3, state.st * 1.30f);
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view *= utilRotate(1, 3, state.st * .25f);
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view *= utilRotate(2, 3, state.st * 1.42f);
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}
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return Matrices(proj, view);
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}
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}
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template<class C>
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template<class C>
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std::vector<vec4> points(const tc::Group &group, const C &coords) {
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std::vector<vec4> points(const tc::Group &group, const C &coords, const float time) {
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auto cosets = group.solve();
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auto cosets = group.solve();
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auto mirrors = mirror<5>(group);
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auto mirrors = mirror<5>(group);
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auto corners = plane_intersections(mirrors);
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auto corners = plane_intersections(mirrors);
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auto start = barycentric(corners, coords);
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auto start = barycentric(corners, coords);
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const auto &higher = cosets.path.walk<vec5, vec5>(start, mirrors, reflect<vec5>);
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auto higher = cosets.path.walk<vec5, vec5>(start, mirrors, reflect<vec5>);
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auto r = identity<5>();
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r = mul(r, rot<5>(0, 2, time * .21f));
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r = mul(r, rot<5>(1, 4, time * .27f));
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r = mul(r, rot<5>(0, 3, time * .17f));
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r = mul(r, rot<5>(1, 3, time * .25f));
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r = mul(r, rot<5>(2, 3, time * .12f));
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std::transform(higher.begin(), higher.end(), higher.begin(), [&](vec5 v) { return mul(v, r); });
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std::vector<vec4> lower(higher.size());
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std::vector<vec4> lower(higher.size());
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std::transform(higher.begin(), higher.end(), lower.begin(), stereo<4>);
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std::transform(higher.begin(), higher.end(), lower.begin(), stereo<4>);
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return lower;
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return lower;
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@@ -103,7 +105,7 @@ Prop<4, vec4> make_slice(
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) {
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) {
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Prop<N, vec4> res{};
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Prop<N, vec4> res{};
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res.vbo.put(points(g, coords));
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// res.vbo.put(points(g, coords));
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res.ibo.put(merge<N>(hull<N>(g, all_sg_gens, exclude)));
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res.ibo.put(merge<N>(hull<N>(g, all_sg_gens, exclude)));
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res.vao.ipointer(0, res.ibo, 4, GL_UNSIGNED_INT);
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res.vao.ipointer(0, res.ibo, 4, GL_UNSIGNED_INT);
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@@ -116,8 +118,8 @@ void run(const std::string &config_file, GLFWwindow *window) {
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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std::vector<int> symbol = {5, 3, 3, 2};
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std::vector<int> symbol = {4, 3, 3, 3};
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vec5 root = {.80, .09, .09, 0.09, 0.03};
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vec5 root = {.80, .02, .02, .02, .02};
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auto group = tc::schlafli(symbol);
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auto group = tc::schlafli(symbol);
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auto gens = generators(group);
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auto gens = generators(group);
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@@ -262,15 +264,25 @@ void run(const std::string &config_file, GLFWwindow *window) {
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int width, height;
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Matrices mats = build(window, state);
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ubo.put(mats);
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glLineWidth(1.5);
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glLineWidth(1.5);
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prop.vbo.put(points(group, root, time));
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Matrices mats{};
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float shift = .3f;
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glViewport(0, 0, width / 2, height);
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mats = build(window, state, shift);
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ubo.put(mats);
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ren.draw(prop);
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glViewport(width / 2, 0, width / 2, height);
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mats = build(window, state, -shift);
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ubo.put(mats);
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ren.draw(prop);
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ren.draw(prop);
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//region old renderers
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//region old renderers
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