Migrate to NanoGUI / Eigen for GUI and linear algebra.

Also introduce a GUI play/pause button.
This commit is contained in:
David Allemang
2020-10-10 22:59:51 -04:00
parent 5e3b4defd7
commit 916e9a8906
13 changed files with 640 additions and 331 deletions

View File

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