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https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 03:52:48 -05:00
Add 4d navball navigation
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@@ -2,39 +2,11 @@
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layout(location=1) uniform float time;
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layout(location=2) uniform mat4 proj;
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layout(location=3) uniform mat4 rot;
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layout(location=0) in vec4 pos;
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void main() {
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float c2 = cos(time * 0.2);
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float s2 = sin(time * 0.2);
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float c3 = cos(time * 0.3);
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float s3 = sin(time * 0.3);
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float c4 = cos(time * 0.25);
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float s4 = sin(time * 0.25);
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mat4 r1 = mat4(
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c2, -s2, 0.0, 0.0,
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s2, c2, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 r2 = mat4(
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c3, 0.0, -s3, 0.0,
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0.0, 1.0, 0.0, 0.0,
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s3, 0.0, c3, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 r3 = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, c4, 0.0, -s4,
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0.0, 0.0, 1.0, 0.0,
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0.0, s4, 0.0, c4
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);
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vec4 pos = r2 * r1 * r3 * pos;
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vec4 pos = rot * pos;
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gl_Position = proj * vec4(pos.xyz / (1 - pos.w), 1.0);
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}
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@@ -2,17 +2,12 @@
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layout(location=1) uniform float time;
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layout(location=2) uniform mat4 proj;
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layout(location=3) uniform mat4 rot;
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layout(location=0) in vec3 pos;
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void main() {
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float c2 = cos(time * 0.2);
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float s2 = sin(time * 0.2);
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float c3 = cos(time * 0.3);
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float s3 = sin(time * 0.3);
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mat3 rot3 = mat3(rot);
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vec3 pos3 = rot3 * pos;
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mat4 r1 = mat4(c2, -s2, 0.0, 0.0, s2, c2, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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mat4 r2 = mat4(c3, 0.0, -s3, 0.0, 0.0, 1.0, 0.0, 0.0, s3, 0.0, c3, 0.0, 0.0, 0.0, 0.0, 1.0);
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gl_Position = proj * r2 * r1 * vec4(pos, 1.0);
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gl_Position = proj * vec4(pos3, 1.0);
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}
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56
src/main.cpp
56
src/main.cpp
@@ -12,10 +12,21 @@
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#include <ml/meshlib_json.hpp>
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struct State {
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float bg[4] = {0.45f, 0.55f, 0.60f, 1.00f};
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float fg[4] = {0.19f, 0.86f, 0.33f, 1.00f};
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Eigen::Vector4f bg{0.45f, 0.55f, 0.60f, 1.00f};
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Eigen::Vector4f fg{0.71f, 0.53f, 0.94f, 1.00f};
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Eigen::Vector4f wf{0.95f, 0.95f, 0.95f, 1.00f};
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Eigen::Matrix4f rot = Eigen::Matrix4f::Identity();
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};
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Eigen::Matrix4f rotor(int u, int v, float rad) {
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Eigen::Matrix4f res = Eigen::Matrix4f::Identity();
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res(u, u) = res(v, v) = cosf(rad);
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res(u, v) = res(v, u) = sinf(rad);
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res(u, v) *= -1;
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return res;
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}
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void show_overlay(State &state) {
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static std::string gl_vendor = (const char *) glGetString(GL_VENDOR);
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static std::string gl_renderer = (const char *) glGetString(GL_RENDERER);
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@@ -24,11 +35,11 @@ void show_overlay(State &state) {
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ImGuiWindowFlags window_flags =
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ImGuiWindowFlags_AlwaysAutoResize |
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoFocusOnAppearing |
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ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_NoBringToFrontOnFocus |
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ImGuiWindowFlags_NoMove;
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoFocusOnAppearing |
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ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_NoBringToFrontOnFocus |
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ImGuiWindowFlags_NoMove;
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ImGuiStyle &style = ImGui::GetStyle();
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const auto PAD = style.DisplaySafeAreaPadding;
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@@ -56,8 +67,31 @@ void show_overlay(State &state) {
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ImGui::Separator();
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ImGui::ColorEdit3("Background", state.bg, ImGuiColorEditFlags_Float);
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ImGui::ColorEdit3("Foreground", state.fg, ImGuiColorEditFlags_Float);
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ImGui::ColorEdit3("Background", state.bg.data(), ImGuiColorEditFlags_Float);
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ImGui::ColorEdit3("Foreground", state.fg.data(), ImGuiColorEditFlags_Float);
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ImGui::ColorEdit3("Wireframe", state.wf.data(), ImGuiColorEditFlags_Float);
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if (io.MouseDown[0] && !io.WantCaptureMouse) {
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Eigen::Matrix4f rot = Eigen::Matrix4f::Identity();
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Eigen::Vector2f del{io.MouseDelta.x, io.MouseDelta.y};
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del /= 200.0f;
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if (io.KeyShift) {
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del /= 5.0f;
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}
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if (io.KeyCtrl) {
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Eigen::Matrix4f rx = rotor(0, 3, -del.x());
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Eigen::Matrix4f ry = rotor(1, 3, del.y());
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rot = rx * ry;
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} else {
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Eigen::Matrix4f rx = rotor(0, 2, -del.x());
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Eigen::Matrix4f ry = rotor(1, 2, del.y());
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rot = rx * ry;
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}
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state.rot = rot * state.rot;
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}
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ImGui::End();
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}
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@@ -239,9 +273,10 @@ int run(GLFWwindow *window, ImGuiContext *context) {
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glUseProgram(pgm);
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glBindVertexArray(vao);
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glUniform4fv(0, 1, state.fg);
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glUniform4fv(0, 1, state.fg.data());
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glUniform1f(1, (GLfloat) glfwGetTime());
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glUniformMatrix4fv(2, 1, false, proj.data());
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glUniformMatrix4fv(3, 1, false, state.rot.data());
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glDrawElements(GL_TRIANGLES, (GLsizei) dynamic.cells().size(), GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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glUseProgram(0);
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@@ -251,6 +286,7 @@ int run(GLFWwindow *window, ImGuiContext *context) {
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glUniform4fv(0, 1, state.fg);
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glUniform1f(1, (GLfloat) glfwGetTime());
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glUniformMatrix4fv(2, 1, false, proj.data());
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glUniformMatrix4fv(3, 1, false, state.rot.data());
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glDrawElements(GL_LINES, (GLsizei) wire_dynamic.cells().size(), GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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glUseProgram(0);
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