first attempt at a general triangulation algorithm

This commit is contained in:
2020-01-07 14:37:41 -05:00
parent 4d4ef45956
commit d34d3e6af5
4 changed files with 180 additions and 27 deletions

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@@ -28,6 +28,10 @@ namespace tc {
[[nodiscard]] Group product(const Group &other) const; [[nodiscard]] Group product(const Group &other) const;
[[nodiscard]] Group power(int p) const; [[nodiscard]] Group power(int p) const;
[[nodiscard]] Group shrink(const std::vector<int> &gens) const;
[[nodiscard]] bool trivial() const;
}; };
Group operator*(const Group &g, const Group &h); Group operator*(const Group &g, const Group &h);

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@@ -66,6 +66,35 @@ namespace tc {
return g; return g;
} }
Group Group::shrink(const std::vector<int> &gens) const {
Group g(ngens);
for (const auto &i : gens) {
for (const auto &j : gens) {
g._mults[i][j] = _mults[i][j];
}
}
std::stringstream ss;
ss << name << "{";
for (auto e : gens) ss << " " << e;
ss << " }";
g.name = ss.str();
return g;
}
bool Group::trivial() const {
for (int i = 0; i < ngens; ++i) {
for (int j = 0; j < ngens; ++j) {
if (_mults[i][j] != 2) {
return false;
}
}
}
return true;
}
Group operator*(const Group &g, const Group &h) { Group operator*(const Group &g, const Group &h) {
return g.product(h); return g.product(h);
} }

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@@ -27,10 +27,8 @@ std::vector<glm::vec4> mirror(const tc::Group &group) {
glm::vec4 vp{}; glm::vec4 vp{};
for (int m = 0; m < p; ++m) { for (int m = 0; m < p; ++m) {
glm::vec4 vq = mirrors[m]; glm::vec4 vq = mirrors[m];
std::cout << "p " << p << " m " << m << " - " << group.rel(p, m).mult << "; ";
vp[m] = (cos(M_PI / group.rel(p, m).mult) - dot(m, vp, vq)) / vq[m]; vp[m] = (cos(M_PI / group.rel(p, m).mult) - dot(m, vp, vq)) / vq[m];
} }
std::cout << std::endl;
vp[p] = std::sqrt(1 - glm::dot(vp, vp)); vp[p] = std::sqrt(1 - glm::dot(vp, vp));
for (const auto &v : mirrors) { for (const auto &v : mirrors) {

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@@ -40,6 +40,40 @@ std::string utilProgramInfoLog(GLuint program) {
return std::string(buffer); 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);
}
}
return res;
}
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
if (!glfwInit()) { if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl; std::cerr << "Failed to initialize GLFW" << std::endl;
@@ -68,43 +102,78 @@ int main(int argc, char *argv[]) {
<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl << " OpenGL version: " << glGetString(GL_VERSION) << std::endl
<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; << " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
auto group = tc::group::B(4); auto group = tc::group::B(3);
auto res = tc::solve(group); auto res = tc::solve(group);
std::cout
<< "Coset Solution Test:" << std::endl
<< " Group: " << group.name << std::endl
<< " Order: " << res.len << std::endl;
auto mirrors = mirror(group); auto mirrors = mirror(group);
std::cout << "Mirrors:" << std::endl;
for (const auto &mirror : mirrors) {
std::cout << " " << glm::to_string(mirror) << std::endl;
}
auto corners = plane_intersections(mirrors); auto corners = plane_intersections(mirrors);
auto points = std::vector<glm::vec4>(res.size()); auto points = std::vector<glm::vec4>(res.size());
points[0] = barycentric(corners, {1, 0, 0, 0}); points[0] = barycentric(corners, {1.00f, 0.50f, 0.50f, 0.50f});
for (int i = 1; i < res.size(); ++i) {
for (int i = 1; i < res.size(); i++) {
auto action = res.path[i]; auto action = res.path[i];
points[i] = reflect(points[action.coset], mirrors[action.gen]); points[i] = reflect(points[action.coset], mirrors[action.gen]);
} }
std::cout << "Points:" << std::endl; auto res0 = tc::solve(group, {0});
for (const auto &point : points) { auto res0_inds = std::vector<int>(res0.size() * 2);
std::cout << " " << to_string(point) << std::endl; 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;
GLuint vs = glCreateShader(GL_VERTEX_SHADER); GLuint vs = glCreateShader(GL_VERTEX_SHADER);
utilShaderSource(vs, { utilShaderSource(vs, {
"#version 430\n", "#version 430\n",
"layout(location=0) uniform mat4 proj;" "layout(location=0) uniform mat4 proj;"
"layout(location=1) uniform mat4 view;"
""
"layout(location=0) in vec4 pos;"
"" ""
"void main() {" "void main() {"
" int i = gl_VertexID;" " int i = gl_VertexID;"
" gl_Position = proj * vec4(i % 2, i / 2, 0, 1);" " gl_Position = proj * view * vec4(pos.xyz, 1);"
" gl_PointSize = 5;"
"}" "}"
}); });
glCompileShader(vs); glCompileShader(vs);
@@ -113,10 +182,12 @@ int main(int argc, char *argv[]) {
utilShaderSource(fs, { utilShaderSource(fs, {
"#version 430\n", "#version 430\n",
"layout(location=2) uniform float gray;"
""
"out vec4 color;" "out vec4 color;"
"" ""
"void main() {" "void main() {"
" color = vec4(1);" " color = vec4(gray);"
"}" "}"
}); });
@@ -144,18 +215,69 @@ int main(int argc, char *argv[]) {
return EXIT_FAILURE; return EXIT_FAILURE;
} }
int width, height; GLuint vbo;
glfwGetFramebufferSize(window, &width, &height); glGenBuffers(1, &vbo);
auto aspect = (float) width / (float) height; glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * points.size(), &points[0], GL_STATIC_DRAW);
glm::mat4 proj = glm::ortho(-aspect, aspect, -1.f, 1.f); 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 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 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 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);
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(pgm); glUseProgram(pgm);
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_DEPTH_TEST);
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, 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);
glUniformMatrix4fv(0, 1, false, glm::value_ptr(proj)); glUniformMatrix4fv(0, 1, false, glm::value_ptr(proj));
glDrawArrays(GL_TRIANGLES, 0, 3);
auto t = (float) glfwGetTime() / 3;
glm::mat4 view = glm::rotate(glm::identity<glm::mat4>(), t, glm::vec3(0, 1, 0));
glUniformMatrix4fv(1, 1, false, glm::value_ptr(view));
glUniform1f(2, 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);
glUniform1f(2, 0.5f);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, test_ibo);
glDrawElements(test_mode, test_inds.size(), GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window); glfwSwapBuffers(window);