ENH: Use entt

This commit is contained in:
David Allemang
2023-02-04 21:20:53 -05:00
parent 65e4960f09
commit e792e93eb9
5 changed files with 145 additions and 174 deletions

103
vis/src/comps.hpp Normal file
View File

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