mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
Migrate to NanoGUI / Eigen for GUI and linear algebra.
Also introduce a GUI play/pause button.
This commit is contained in:
@@ -12,236 +12,178 @@
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*/
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#include <nanogui/opengl.h>
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#include <nanogui/nanogui.h>
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#include <nanogui/glutil.h>
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#include <nanogui/screen.h>
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#include <nanogui/window.h>
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#include <nanogui/layout.h>
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#include <nanogui/label.h>
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#include <nanogui/checkbox.h>
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#include <nanogui/button.h>
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#include <nanogui/toolbutton.h>
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#include <nanogui/popupbutton.h>
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#include <nanogui/combobox.h>
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#include <nanogui/progressbar.h>
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#include <nanogui/entypo.h>
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#include <nanogui/messagedialog.h>
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#include <nanogui/textbox.h>
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#include <nanogui/slider.h>
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#include <nanogui/imagepanel.h>
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#include <nanogui/imageview.h>
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#include <nanogui/vscrollpanel.h>
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#include <nanogui/colorwheel.h>
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#include <nanogui/graph.h>
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#include <nanogui/tabwidget.h>
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#include <nanogui/glcanvas.h>
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#include <iostream>
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#include <string>
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// Includes for the GLTexture class.
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#include <cstdint>
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#include <memory>
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#include <utility>
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#include <geometry.hpp>
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#include <solver.hpp>
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#include <rendering.hpp>
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#include <mirror.hpp>
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#include <util.hpp>
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#include <tc/groups.hpp>
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#if defined(__GNUC__)
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# pragma GCC diagnostic ignored "-Wmissing-field-initializers"
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#endif
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#if defined(_WIN32)
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# pragma warning(push)
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# pragma warning(disable: 4457 4456 4005 4312)
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#endif
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struct Matrices {
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mat4 proj = mat4::Identity();
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mat4 view = mat4::Identity();
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#if defined(_WIN32)
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# pragma warning(pop)
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#endif
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#if defined(_WIN32)
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# if defined(APIENTRY)
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# undef APIENTRY
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# endif
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# include <windows.h>
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#endif
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Matrices() = default;
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using std::cout;
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using std::cerr;
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using std::endl;
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using std::string;
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using std::vector;
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using std::pair;
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using std::to_string;
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Matrices(mat4 proj, mat4 view) : proj(std::move(proj)), view(std::move(view)) {}
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static Matrices build(const nanogui::Screen &screen) {
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auto aspect = (float) screen.width() / (float) screen.height();
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auto pheight = 1.4f;
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auto pwidth = aspect * pheight;
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mat4 proj = ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
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class MyGLCanvas : public nanogui::GLCanvas {
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public:
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MyGLCanvas(Widget *parent) : nanogui::GLCanvas(parent), mRotation(nanogui::Vector3f(0.25f, 0.5f, 0.33f)) {
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using namespace nanogui;
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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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// }
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mShader.init(
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/* An identifying name */
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"a_simple_shader",
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/* Vertex shader */
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"#version 330\n"
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"uniform mat4 modelViewProj;\n"
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"in vec3 position;\n"
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"in vec3 color;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = 3.0 * modelViewProj * vec4(color, 1.0);\n"
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" gl_Position = modelViewProj * vec4(position, 1.0);\n"
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"}",
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/* Fragment shader */
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"#version 330\n"
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"out vec4 color;\n"
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"in vec4 frag_color;\n"
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"void main() {\n"
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" color = frag_color;\n"
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"}"
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);
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MatrixXu indices(3, 12); /* Draw a cube */
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indices.col( 0) << 0, 1, 3;
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indices.col( 1) << 3, 2, 1;
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indices.col( 2) << 3, 2, 6;
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indices.col( 3) << 6, 7, 3;
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indices.col( 4) << 7, 6, 5;
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indices.col( 5) << 5, 4, 7;
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indices.col( 6) << 4, 5, 1;
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indices.col( 7) << 1, 0, 4;
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indices.col( 8) << 4, 0, 3;
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indices.col( 9) << 3, 7, 4;
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indices.col(10) << 5, 6, 2;
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indices.col(11) << 2, 1, 5;
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MatrixXf positions(3, 8);
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positions.col(0) << -1, 1, 1;
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positions.col(1) << -1, 1, -1;
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positions.col(2) << 1, 1, -1;
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positions.col(3) << 1, 1, 1;
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positions.col(4) << -1, -1, 1;
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positions.col(5) << -1, -1, -1;
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positions.col(6) << 1, -1, -1;
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positions.col(7) << 1, -1, 1;
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MatrixXf colors(3, 12);
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colors.col( 0) << 1, 0, 0;
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colors.col( 1) << 0, 1, 0;
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colors.col( 2) << 1, 1, 0;
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colors.col( 3) << 0, 0, 1;
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colors.col( 4) << 1, 0, 1;
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colors.col( 5) << 0, 1, 1;
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colors.col( 6) << 1, 1, 1;
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colors.col( 7) << 0.5, 0.5, 0.5;
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colors.col( 8) << 1, 0, 0.5;
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colors.col( 9) << 1, 0.5, 0;
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colors.col(10) << 0.5, 1, 0;
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colors.col(11) << 0.5, 1, 0.5;
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mShader.bind();
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mShader.uploadIndices(indices);
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mShader.uploadAttrib("position", positions);
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mShader.uploadAttrib("color", colors);
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}
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~MyGLCanvas() {
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mShader.free();
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}
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void setRotation(nanogui::Vector3f vRotation) {
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mRotation = vRotation;
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}
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virtual void drawGL() override {
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using namespace nanogui;
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mShader.bind();
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Matrix4f mvp;
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mvp.setIdentity();
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float fTime = (float)glfwGetTime();
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mvp.topLeftCorner<3,3>() = Eigen::Matrix3f(Eigen::AngleAxisf(mRotation[0]*fTime, Vector3f::UnitX()) *
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Eigen::AngleAxisf(mRotation[1]*fTime, Vector3f::UnitY()) *
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Eigen::AngleAxisf(mRotation[2]*fTime, Vector3f::UnitZ())) * 0.25f;
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mShader.setUniform("modelViewProj", mvp);
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glEnable(GL_DEPTH_TEST);
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/* Draw 12 triangles starting at index 0 */
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mShader.drawIndexed(GL_TRIANGLES, 0, 12);
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glDisable(GL_DEPTH_TEST);
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}
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private:
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nanogui::GLShader mShader;
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Eigen::Vector3f mRotation;
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auto view = mat4::Identity();
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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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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 mirrors = mirror<5>(group);
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auto corners = plane_intersections(mirrors);
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auto start = barycentric(corners, coords);
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auto higher = cosets.path.walk<vec5, vec5>(start, mirrors, reflect<vec5>);
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mat5 r = mat5::Identity();
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r *= rot<5>(0, 2, time * .21f);
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// r *= rot<5>(1, 4, time * .27f);
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r *= rot<5>(0, 3, time * .17f);
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r *= rot<5>(1, 3, time * .25f);
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r *= rot<5>(2, 3, time * .12f);
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std::transform(higher.begin(), higher.end(), higher.begin(), [&](vec5 v) { return r * v; });
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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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return lower;
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}
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template<int N, class T, class C>
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Prop<4, vec4> make_slice(
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const tc::Group &g,
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const C &coords,
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vec3 color,
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T all_sg_gens,
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const std::vector<std::vector<int>> &exclude
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) {
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Prop<N, vec4> res{};
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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.vao.ipointer(0, res.ibo, 4, GL_UNSIGNED_INT);
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return res;
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}
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class ExampleApplication : public nanogui::Screen {
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public:
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ExampleApplication() : nanogui::Screen(Eigen::Vector2i(800, 600), "NanoGUI Test", false) {
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using namespace nanogui;
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vec5 root;
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std::unique_ptr<tc::Group> group;
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std::unique_ptr<Prop<4, vec4>> prop;
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std::unique_ptr<cgl::Buffer<Matrices>> ubo;
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std::unique_ptr<SliceRenderer<4, vec4>> ren;
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Window *window = new Window(this, "GLCanvas Demo");
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window->setPosition(Vector2i(15, 15));
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window->setLayout(new GroupLayout());
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float glfw_time = 0;
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float last_frame = 0;
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float frame_time = 0;
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float time = 0;
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mCanvas = new MyGLCanvas(window);
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mCanvas->setBackgroundColor({100, 100, 100, 255});
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mCanvas->setSize({400, 400});
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bool paused = false;
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Widget *tools = new Widget(window);
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tools->setLayout(new BoxLayout(Orientation::Horizontal,
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Alignment::Middle, 0, 5));
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ExampleApplication() : nanogui::Screen(
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Eigen::Vector2i(1920, 1080),
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"Coset Visualization",
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true, false,
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8, 8, 24, 8,
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4,
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4, 5) {
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using namespace nanogui;
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Button *b0 = new Button(tools, "Random Color");
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b0->setCallback([this]() { mCanvas->setBackgroundColor(Vector4i(rand() % 256, rand() % 256, rand() % 256, 255)); });
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Window *window = new Window(this, "Sample Window");
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window->setPosition(Vector2i(15, 15));
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window->setFixedWidth(250);
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window->setLayout(new BoxLayout(Orientation::Vertical));
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Button *b1 = new Button(tools, "Random Rotation");
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b1->setCallback([this]() { mCanvas->setRotation(nanogui::Vector3f((rand() % 100) / 100.0f, (rand() % 100) / 100.0f, (rand() % 100) / 100.0f)); });
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auto pause = new ToolButton(window, ENTYPO_ICON_CONTROLLER_PAUS);
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pause->setFlags(Button::ToggleButton);
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pause->setChangeCallback([&](bool value) { this->paused = value; });
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performLayout();
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}
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performLayout();
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virtual bool keyboardEvent(int key, int scancode, int action, int modifiers) {
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if (Screen::keyboardEvent(key, scancode, action, modifiers))
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return true;
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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setVisible(false);
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return true;
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std::cout << utilInfo();
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std::vector<int> symbol = {5, 3, 3, 2};
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root << .80, .02, .02, .02, .02;
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group = std::make_unique<tc::Group>(tc::schlafli(symbol));
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auto gens = generators(*group);
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std::vector<std::vector<int>> exclude = {{0, 1, 2}};
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auto combos = Combos<int>(gens, 3);
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prop = std::make_unique<Prop<4, vec4>>(make_slice<4>(*group, root, {}, combos, exclude));
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ubo = std::make_unique<cgl::Buffer<Matrices>>();
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, *ubo);
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ren = std::make_unique<SliceRenderer<4, vec4>>();
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}
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return false;
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}
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virtual void draw(NVGcontext *ctx) {
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/* Draw the user interface */
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Screen::draw(ctx);
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}
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private:
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MyGLCanvas *mCanvas;
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void drawContents() override {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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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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glfw_time = (float) glfwGetTime();
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frame_time = glfw_time - last_frame;
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last_frame = glfw_time;
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if (!paused) time += frame_time;
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std::get<0>(prop->vbos).put(points(*group, root, time));
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Matrices mats = Matrices::build(*this);
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ubo->put(mats);
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ren->draw(*prop);
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}
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};
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int main(int /* argc */, char ** /* argv */) {
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try {
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nanogui::init();
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try {
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nanogui::init();
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/* scoped variables */ {
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nanogui::ref<ExampleApplication> app = new ExampleApplication();
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app->drawAll();
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app->setVisible(true);
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nanogui::mainloop();
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/* scoped variables */ {
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nanogui::ref<ExampleApplication> app = new ExampleApplication();
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app->drawAll();
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app->setVisible(true);
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nanogui::mainloop(1);
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}
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nanogui::shutdown();
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} catch (const std::runtime_error &e) {
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std::string error_msg = std::string("Caught a fatal error: ") + std::string(e.what());
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std::cerr << error_msg << std::endl;
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return -1;
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}
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nanogui::shutdown();
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} catch (const std::runtime_error &e) {
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std::string error_msg = std::string("Caught a fatal error: ") + std::string(e.what());
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#if defined(_WIN32)
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MessageBoxA(nullptr, error_msg.c_str(), NULL, MB_ICONERROR | MB_OK);
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#else
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std::cerr << error_msg << endl;
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#endif
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return -1;
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}
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return 0;
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return 0;
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}
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