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https://github.com/allemangD/toddcox-visualize.git
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ENH: Use entt
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103
vis/src/comps.hpp
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103
vis/src/comps.hpp
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#pragma once
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#include <cgl/buffer.hpp>
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#include <cgl/shaderprogram.hpp>
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#include <cgl/vertexarray.hpp>
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#include <cgl/pipeline.hpp>
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#include <tc/groups.hpp>
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#include <Eigen/Eigen>
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#include <entt/entt.hpp>
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#include "mirror.hpp"
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#include "geometry.hpp"
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#include "solver.hpp"
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#include <shaders.hpp>
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namespace vis {
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struct Group {
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tc::Group<> group;
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vec5 root;
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vec3 color;
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std::vector<std::vector<size_t>> exclude {{0, 1, 2}};
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};
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struct VBOs {
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cgl::Buffer<vec4> verts;
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cgl::Buffer<Primitive<4>> ibo;
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};
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void upload_groups(entt::registry ®) {
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auto view = reg.view<const Group, VBOs>();
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for (auto [entity, group, vbos]: view.each()) {
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auto cosets = group.group.solve();
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auto mirrors = mirror<5>(group.group);
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auto corners = plane_intersections(mirrors);
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vec5 start = corners * group.root;
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tc::Path<vec5> path(cosets, mirrors.colwise());
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Eigen::Array<float, 5, Eigen::Dynamic> higher(5, path.order());
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path.walk(start, Reflect(), higher.matrix().colwise().begin());
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Eigen::Array<float, 4, Eigen::Dynamic> lower = Stereo()(higher);
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vbos.verts.put(lower.colwise().begin(), lower.colwise().end());
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// todo generate all, then mask using glMultiDraw.
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const size_t N = 4;
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auto gens = generators(group.group);
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auto combos = combinations(gens, N - 1);
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auto inds = merge<N>(hull<N>(group.group, combos, group.exclude));
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vbos.ibo.put(inds.begin(), inds.end());
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}
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}
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struct SliceRenderer {
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cgl::pgm::vert defer = cgl::pgm::vert(shaders::deferred_vs_glsl);
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cgl::pgm::geom slice = cgl::pgm::geom(shaders::slice_gm_glsl);
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cgl::pgm::frag solid = cgl::pgm::frag(shaders::solid_fs_glsl);
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cgl::pipeline pipe;
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cgl::VertexArray vao;
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SliceRenderer() {
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pipe.stage(defer);
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pipe.stage(slice);
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pipe.stage(solid);
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vao.iformat(0, 4, GL_UNSIGNED_INT);
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}
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void operator()(entt::registry ®) {
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auto view = reg.view<const Group, VBOs>();
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for (auto [entity, group, vbos]: view.each()) {
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const size_t N = 4;
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glBindProgramPipeline(pipe);
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glProgramUniform3fv(solid, 2, 1, group.color.data());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbos.verts);
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vao.vertexBuffer(0, vbos.ibo);
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glBindVertexArray(vao);
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glDrawArrays(GL_POINTS, 0, vbos.ibo.count());
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glBindVertexArray(0);
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glBindProgramPipeline(0);
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}
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}
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};
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}
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