mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
load shaders from files.
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@@ -44,78 +44,22 @@ int main(int argc, char *argv[]) {
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std::cout << utilInfo();
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const std::string VS_SOURCE =
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"#version 430\n"
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"layout(location=0) uniform mat4 proj;"
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"layout(location=1) uniform mat4 view;"
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""
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"layout(location=0) in vec4 pos;"
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""
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"out vec4 vpos;"
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""
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"void main() {"
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" int i = gl_VertexID;"
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" vpos = view * pos;"
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" gl_Position = proj * vec4(vpos.xyz / (1), 1);"
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// " gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);"
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" gl_PointSize = 5;"
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"}";
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GLuint pgm;
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const std::string FS_SOURCE =
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"#version 430\n"
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"layout(location=2) uniform vec3 c;"
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""
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"in vec4 vpos;"
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""
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"out vec4 color;"
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""
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"void main() {"
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" float d = smoothstep(-2, 2, vpos.z);"
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" vec3 off = 1.04 * vec3(0, 2, 4) + 2 * vec3(vpos.w);"
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" color = vec4(c * d, 1);"
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"}";
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try {
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GLuint vs = utilCompileFiles(GL_VERTEX_SHADER, {"shaders/ortho.vs.glsl"});
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GLuint fs = utilCompileFiles(GL_FRAGMENT_SHADER, {"shaders/w-axis-hue.fs.glsl"});
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//region init shaders
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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utilShaderSource(vs, {VS_SOURCE});
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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utilShaderSource(fs, {FS_SOURCE});
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GLuint pgm = glCreateProgram();
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glAttachShader(pgm, vs);
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glAttachShader(pgm, fs);
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glLinkProgram(pgm);
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GLint status;
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glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
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if (!status) {
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std::cerr << utilShaderInfoLog(vs) << "\n=========\n" << std::endl;
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}
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glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
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if (!status) {
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std::cerr << utilShaderInfoLog(fs) << "\n=========\n" << std::endl;
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}
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glGetProgramiv(pgm, GL_LINK_STATUS, &status);
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if (!status) {
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std::cerr << utilProgramInfoLog(pgm) << "\n=========\n" << std::endl;
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pgm = utilLinkProgram({vs, fs});
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} catch (const gl_error &e) {
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std::cerr << e.what() << std::endl;
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glfwTerminate();
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return EXIT_FAILURE;
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exit(EXIT_FAILURE);
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}
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//endregion
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auto group = tc::group::H(3);
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auto group = tc::schlafli({5, 3, 3});
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auto res = group.solve();
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auto mirrors = mirror(group);
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std::cout << "Solved " << res.size() << std::endl;
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std::cout << "Mirror lengths:" << std::endl;
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for (const auto &m : mirrors) {
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std::cout << glm::length(m) << " (" << m.x << " " << m.y << " " << m.z << " " << m.w << ")" << std::endl;
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}
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auto corners = plane_intersections(mirrors);
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auto start = barycentric(corners, {1.00, 1.00, 1.00, 1.00});
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