starting new triangulation technique. verified working with edges.

This commit is contained in:
2020-01-07 16:27:35 -05:00
parent 050475b66b
commit 7f73604075
5 changed files with 111 additions and 126 deletions

View File

@@ -40,40 +40,71 @@ std::string utilProgramInfoLog(GLuint program) {
return std::string(buffer);
}
std::vector<int> build(const tc::Group &g, std::vector<int> gens) {
std::cout << g.name << std::endl;
if (g.trivial()) return {0};
std::vector<int> res;
auto root = tc::solve(g);
for (size_t i = 0; i < gens.size(); ++i) {
std::vector<int> sub(gens);
sub.erase(sub.begin() + i);
auto base = build(g.shrink(sub), sub);
for (auto e : base) {
res.push_back(e);
}
res.push_back(0);
}
auto map = tc::solve(g, gens);
size_t N = res.size();
res.resize(N * map.size());
for (size_t i = 1; i < res.size(); ++i) {
auto action = map.path[i];
for (size_t j = 0; j < N; ++j) {
res[i * N + j] = root.get(res[action.coset * N + j], action.gen);
template<int D>
tc::Group shrink(const tc::Group &g, const std::array<int, D> &sub) {
tc::Group h(D);
for (int i = 0; i < D; ++i) {
for (int j = 0; j < D; ++j) {
h.setmult({i, j, g.rel(sub[i], sub[j]).mult});
}
}
return h;
}
template<int D>
std::vector<tc::Action> raise(
const tc::Cosets &cosets,
const std::vector<tc::Action> &path,
const std::array<int, D> &gen_map
) {
std::vector<tc::Action> res(path.size(), {0, 0, 0});
for (size_t i = 1; i < path.size(); ++i) {
auto action = path[i];
auto coset = res[action.coset].target;
auto gen = gen_map[action.gen];
auto target = cosets.get(coset, gen);
res[i] = {coset, gen, target};
}
return res;
}
std::vector<int> targets(const std::vector<tc::Action> &path) {
std::vector<int> res(path.size(), 0);
for (size_t i = 0; i < path.size(); ++i) {
res[i] = path[i].target;
}
return res;
}
std::vector<int> tile(const tc::Cosets &map, std::vector<int> geom) {
int K = geom.size();
geom.resize(K * map.size());
for (int i = 1; i < map.size(); ++i) { // tile
auto gaction = map.path[i];
for (int j = 0; j < K; ++j) {
geom[i * K + j] = map.get(geom[gaction.coset * K + j], gaction.gen);
}
}
return geom;
}
template<int D>
std::vector<int> build(const tc::Group &g, const std::array<int, D> &sub) {
tc::Group h = shrink<D>(g, sub);
auto hres = tc::solve(h); // recursion would happen here
auto gres = tc::solve(g);
auto path = raise<D>(gres, hres.path, sub);
const std::vector<int> &geom = targets(path);
return tile(gres, geom);
}
int main(int argc, char *argv[]) {
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
@@ -102,7 +133,7 @@ int main(int argc, char *argv[]) {
<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl
<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
auto group = tc::group::B(3);
auto group = tc::group::H(4);
auto res = tc::solve(group);
auto mirrors = mirror(group);
auto corners = plane_intersections(mirrors);
@@ -114,52 +145,10 @@ int main(int argc, char *argv[]) {
points[i] = reflect(points[action.coset], mirrors[action.gen]);
}
auto res0 = tc::solve(group, {0});
auto res0_inds = std::vector<int>(res0.size() * 2);
res0_inds[0] = res.get(0, 0);
res0_inds[1] = 0;
for (int i = 1; i < res0.size(); ++i) {
auto action = res0.path[i];
res0_inds[i * 2 + 0] = res.get(res0_inds[action.coset * 2 + 0], action.gen);
res0_inds[i * 2 + 1] = res.get(res0_inds[action.coset * 2 + 1], action.gen);
}
auto res1 = tc::solve(group, {1});
auto res1_inds = std::vector<int>(res1.size() * 2);
res1_inds[0] = res.get(0, 1);
res1_inds[1] = 0;
for (int i = 1; i < res1.size(); ++i) {
auto action = res1.path[i];
res1_inds[i * 2 + 0] = res.get(res1_inds[action.coset * 2 + 0], action.gen);
res1_inds[i * 2 + 1] = res.get(res1_inds[action.coset * 2 + 1], action.gen);
}
auto res2 = tc::solve(group, {2});
auto res2_inds = std::vector<int>(res2.size() * 2);
res2_inds[0] = res.get(0, 2);
res2_inds[1] = 0;
for (int i = 1; i < res2.size(); ++i) {
auto action = res2.path[i];
res2_inds[i * 2 + 0] = res.get(res2_inds[action.coset * 2 + 0], action.gen);
res2_inds[i * 2 + 1] = res.get(res2_inds[action.coset * 2 + 1], action.gen);
}
// auto res01 = tc::solve(group, {0, 1});
// auto res01_inds = std::vector<int>(res01.size() * 3);
// res01_inds[0] = res.get(0, 0);
// res01_inds[1] = res.get(0, 1);
// res01_inds[2] = 0;
// for (int i = 0; i < res01.size(); ++i) {
// auto action = res01.path[i];
// for (int j = 0; j < 3; ++j) {
// res01_inds[i * 3 + j] = res.get(res01_inds[action.coset * 3 + j], action.gen);
// }
// }
auto test_inds = build(group, {0, 1, 2});
std::cout << "done" << std::endl;
auto test_mode = GL_TRIANGLES;
auto g0 = build<2>(group, {0});
auto g1 = build<2>(group, {1});
auto g2 = build<2>(group, {2});
auto g3 = build<2>(group, {3});
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
utilShaderSource(vs, {
@@ -170,9 +159,12 @@ int main(int argc, char *argv[]) {
""
"layout(location=0) in vec4 pos;"
""
"out vec4 vpos;"
""
"void main() {"
" int i = gl_VertexID;"
" gl_Position = proj * view * vec4(pos.xyz, 1);"
" vpos = view * pos;"
" gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);"
" gl_PointSize = 5;"
"}"
});
@@ -182,12 +174,15 @@ int main(int argc, char *argv[]) {
utilShaderSource(fs, {
"#version 430\n",
"layout(location=2) uniform float gray;"
"layout(location=2) uniform vec3 c;"
""
"in vec4 vpos;"
""
"out vec4 color;"
""
"void main() {"
" color = vec4(gray);"
" float d = smoothstep(-2, 2, vpos.z);"
" color = vec4(c * d, 1);"
"}"
});
@@ -223,25 +218,25 @@ int main(int argc, char *argv[]) {
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
GLuint res0_ibo;
glGenBuffers(1, &res0_ibo);
glBindBuffer(GL_ARRAY_BUFFER, res0_ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * res0_inds.size(), &res0_inds[0], GL_STATIC_DRAW);
GLuint ibo0;
glGenBuffers(1, &ibo0);
glBindBuffer(GL_ARRAY_BUFFER, ibo0);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g0.size(), &g0[0], GL_STATIC_DRAW);
GLuint res1_ibo;
glGenBuffers(1, &res1_ibo);
glBindBuffer(GL_ARRAY_BUFFER, res1_ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * res1_inds.size(), &res1_inds[0], GL_STATIC_DRAW);
GLuint ibo1;
glGenBuffers(1, &ibo1);
glBindBuffer(GL_ARRAY_BUFFER, ibo1);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g1.size(), &g1[0], GL_STATIC_DRAW);
GLuint res2_ibo;
glGenBuffers(1, &res2_ibo);
glBindBuffer(GL_ARRAY_BUFFER, res2_ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * res2_inds.size(), &res2_inds[0], GL_STATIC_DRAW);
GLuint ibo2;
glGenBuffers(1, &ibo2);
glBindBuffer(GL_ARRAY_BUFFER, ibo2);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g2.size(), &g2[0], GL_STATIC_DRAW);
GLuint test_ibo;
glGenBuffers(1, &test_ibo);
glBindBuffer(GL_ARRAY_BUFFER, test_ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * test_inds.size(), &test_inds[0], GL_STATIC_DRAW);
GLuint ibo3;
glGenBuffers(1, &ibo3);
glBindBuffer(GL_ARRAY_BUFFER, ibo3);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g3.size(), &g3[0], GL_STATIC_DRAW);
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -261,23 +256,31 @@ int main(int argc, char *argv[]) {
glUniformMatrix4fv(0, 1, false, glm::value_ptr(proj));
auto t = (float) glfwGetTime() / 3;
glm::mat4 view = glm::rotate(glm::identity<glm::mat4>(), t, glm::vec3(0, 1, 0));
auto view = glm::identity<glm::mat4>();
view = glm::rotate(view, t / 1, glm::vec3(0, 1, 0));
view = glm::rotate(view, t / 3, glm::vec3(0, 0, 1));
view = glm::rotate(view, t / 4, glm::vec3(1, 0, 0));
glUniformMatrix4fv(1, 1, false, glm::value_ptr(view));
glUniform1f(2, 1.0f);
glUniform3f(2, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_POINTS, 0, points.size());
// glUniform1f(2, 0.9f);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, res0_ibo);
// glDrawElements(GL_LINES, res0_inds.size(), GL_UNSIGNED_INT, nullptr);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, res1_ibo);
// glDrawElements(GL_LINES, res1_inds.size(), GL_UNSIGNED_INT, nullptr);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, res2_ibo);
// glDrawElements(GL_LINES, res2_inds.size(), GL_UNSIGNED_INT, nullptr);
glLineWidth(2.0f);
glUniform3f(2, 1.0f, 0.0f, 0.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo0);
glDrawElements(GL_LINES, g0.size(), GL_UNSIGNED_INT, nullptr);
glUniform1f(2, 0.5f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, test_ibo);
glDrawElements(test_mode, test_inds.size(), GL_UNSIGNED_INT, nullptr);
glUniform3f(2, 0.0f, 1.0f, 0.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo1);
glDrawElements(GL_LINES, g1.size(), GL_UNSIGNED_INT, nullptr);
glUniform3f(2, 0.0f, 0.0f, 1.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo2);
glDrawElements(GL_LINES, g2.size(), GL_UNSIGNED_INT, nullptr);
glUniform3f(2, 0.5f, 0.5f, 0.0f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo3);
glDrawElements(GL_LINES, g3.size(), GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window);