slices working; broken orientation

This commit is contained in:
2020-01-28 00:03:09 -05:00
parent 794bf15d7f
commit 88fbe7c9ad
4 changed files with 181 additions and 86 deletions

73
vis/shaders/4d/4d.gm.glsl Normal file
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@@ -0,0 +1,73 @@
#version 440 core
layout(points) in;
layout(triangle_strip, max_vertices=4) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 proj;
mat4 view;
};
in ivec4 vInds[];
out vec4 pos;
out gl_PerVertex {
vec4 gl_Position;
};
float unmix(float u, float v) {
return (u) / (u - v);
}
void emit(vec4 v) {
pos = v;
gl_Position = proj * vec4(v.xyz, 1);
EmitVertex();
}
void main() {
// vec4 pos4[4];
// for (int i = 0; i < 4; ++i) pos4[i] = view * verts[vInds[0][i]];
//
// for (int i = 0; i < 4; ++i) emit(pos4[i]);
// EndPrimitive();
// return;
vec4 pos4[4];
for (int i = 0; i < 4; ++i) pos4[i] = view * verts[vInds[0][i]];
int lo[4], L = 0;
int hi[4], H = 0;
float x = 0.7;
for (int i = 0; i < 4; ++i) {
if (pos4[i].w+x < 0) {
lo[L++] = i;
} else {
hi[H++] = i;
}
}
vec4 sect[4]; int S = 0;
for (int l = 0; l < L; ++l)
for (int h = H-1; h >=0; --h) {
vec4 a = pos4[lo[l]];
vec4 b = pos4[hi[h]];
float t = unmix(a.w+x, b.w+x);
sect[S++] = mix(a, b, t);
// sect[S++] = (0.0 - a.w) / (b.w - a.w) * (b - a) + a;
}
for (int s = 0; s < S; ++s) {
emit(sect[s]);
}
EndPrimitive();
}

27
vis/shaders/4d/4d.vs.glsl Normal file
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@@ -0,0 +1,27 @@
#version 440 core
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 proj;
mat4 view;
};
layout(location=0) in ivec4 inds;
out ivec4 vInds;
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
};
void main() {
vInds = inds;
vec4 pos = view * verts[vInds.x];
gl_Position = proj * vec4(pos.xyz, 1);
gl_PointSize = 5;
}

View File

@@ -2,11 +2,11 @@
layout(location=2) uniform vec3 c;
in vec4 vpos;
in vec4 pos;
out vec4 color;
void main() {
float d = smoothstep(-2, 2, vpos.z);
float d = smoothstep(-2, 2, pos.z);
color = vec4(c * d, 1);
}

View File

@@ -18,6 +18,31 @@ __attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x000000
}
#endif
struct Matrices {
glm::mat4 proj;
glm::mat4 view;
};
Matrices build(GLFWwindow *window, float st) {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
auto aspect = (float) width / (float) height;
auto pheight = 1.4f;
auto pwidth = aspect * pheight;
glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
auto view = glm::identity<glm::mat4>();
view *= utilRotate(0, 1, st * .40f);
view *= utilRotate(0, 2, st * .20f);
view *= utilRotate(0, 3, st * 1.30f);
view *= utilRotate(1, 2, st * .50f);
view *= utilRotate(1, 3, st * .25f);
view *= utilRotate(2, 3, st * 1.42f);
return {proj, view};
}
int main(int argc, char *argv[]) {
//region init window
if (!glfwInit()) {
@@ -43,80 +68,80 @@ int main(int argc, char *argv[]) {
std::cout << utilInfo();
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//region shaders
GLuint pipe;
glCreateProgramPipelines(1, &pipe);
GLuint vs, fs;
GLuint vs, gm, fs;
try {
vs = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/ortho.vs.glsl"});
vs = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/4d/4d.vs.glsl"});
gm = utilCreateShaderProgramFile(GL_GEOMETRY_SHADER, {"shaders/4d/4d.gm.glsl"});
fs = utilCreateShaderProgramFile(GL_FRAGMENT_SHADER, {"shaders/one-color.fs.glsl"});
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gm);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
} catch (const gl_error &e) {
std::cerr << e.what() << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
//endregion
auto group = tc::group::H(3);
//region points
auto group = tc::group::H(4);
GeomGen gg(group);
auto res = gg.solve();
auto mirrors = mirror(group);
auto corners = plane_intersections(mirrors);
auto start = barycentric(corners, {1.00f, 0.1f, 0.01f, 0.005f});
auto start = barycentric(corners, {1.00f, 0.1f, 0.01f, 0.05f});
auto points = res.path.walk<glm::vec4, glm::vec4>(start, mirrors, reflect);
auto g_gens = gg.group_gens();
std::vector<int> sg_gens = {0, 1, 2};
const std::vector<int> simps = gg.tile(g_gens, sg_gens, gg.triangulate(sg_gens)).vals;
//endregion
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * points.size(), &points[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
std::vector<int> edge_count;
std::vector<GLuint> edge_ibo;
auto g_gens = gg.group_gens();
GLenum mode = GL_TRIANGLES;
{
std::vector<int> sg_gens = {0, 1};
const auto data = gg.tile(g_gens, sg_gens, gg.triangulate(sg_gens)).vals;
edge_count.push_back(data.size());
GLuint ubo;
glGenBuffers(1, &ubo);
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ARRAY_BUFFER, ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * data.size(), &data[0], GL_STATIC_DRAW);
edge_ibo.push_back(ibo);
}
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * simps.size(), &simps[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
size_t numts = 7;
float rates[numts];
rates[0] = 1.237;
rates[1] = 2.439;
rates[2] = 5.683;
rates[3] = -3.796;
rates[4] = 0.787;
rates[5] = -1.893;
rates[6] = 3.699;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
float _ts[numts];
float _ts_temp[numts];
for (int i = 0; i < numts; ++i) {
_ts[i] = ((float) i - (numts / 2.f)) * 0.1f;
}
float *ts = _ts;
float *ts_temp = _ts_temp;
float *swap_t;
float alpha = 0.0001;
float beta = 0.0002;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbo);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, ubo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, ibo);
glEnableVertexAttribArray(0);
glVertexAttribIPointer(0, 4, GL_INT, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
std::cout << points.size() << " points" << std::endl;
std::cout << simps.size() << " simplexes" << std::endl;
while (!glfwWindowShouldClose(window)) {
int width, height;
@@ -125,50 +150,20 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindProgramPipeline(pipe);
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//region uniforms
auto aspect = (float) width / (float) height;
auto pheight = 1.4f;
auto pwidth = aspect * pheight;
glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
glProgramUniformMatrix4fv(vs, 0, 1, false, glm::value_ptr(proj));
auto st = (float) glfwGetTime() / 8;
auto t = st / 7;
ts_temp[0] = ts[0] + alpha * (float) std::cos(rates[0] * t) + beta * (-ts[0]);
for (size_t i = 1; i < numts; i++) {
ts_temp[i] = ts[i] + alpha * (float) std::cos(rates[i] * t) + beta * (-ts[i]);
}
Matrices mats = build(window, st);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(mats), &mats, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
swap_t = ts;
ts = ts_temp;
ts_temp = swap_t;
auto view = glm::identity<glm::mat4>();
view *= utilRotate(0, 1, st * ts[0]);
view *= utilRotate(0, 2, st * ts[1]);
// view *= utilRotate(0, 3, st * ts[2]);
view *= utilRotate(1, 2, st * ts[3]);
// view *= utilRotate(1, 3, st * ts[4]);
// view *= utilRotate(2, 3, st * ts[5]);
glProgramUniformMatrix4fv(vs, 1, 1, false, glm::value_ptr(view));
//endregion
// glDrawArrays(GL_POINTS, 0, points.size());
glBindVertexArray(vao);
glBindProgramPipeline(pipe);
glProgramUniform3f(fs, 2, 1.0f, 1.0f, 1.0f);
for (int i = 0; i < group.ngens; ++i) {
auto ibo = edge_ibo[i];
auto count = edge_count[i];
glDrawArrays(GL_POINTS, 0, simps.size() / 4);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(mode, count, GL_UNSIGNED_INT, nullptr);
}
glBindProgramPipeline(0);
glBindVertexArray(0);
glfwSwapBuffers(window);