new solver - point generation

This commit is contained in:
David Allemang
2022-10-09 23:50:36 -04:00
parent f740fb26c6
commit eee87cc9c4
21 changed files with 216 additions and 471 deletions

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@@ -1,82 +0,0 @@
#pragma once
#include <iostream>
#include <ostream>
#include <memory>
#include <utility>
#include <Eigen/Eigen>
namespace ml {
using Matrix2Xui = Eigen::Matrix<unsigned int, 2, Eigen::Dynamic>;
using Matrix3Xui = Eigen::Matrix<unsigned int, 3, Eigen::Dynamic>;
using Matrix4Xui = Eigen::Matrix<unsigned int, 4, Eigen::Dynamic>;
template<typename PT_, typename CT_>
class Mesh {
public:
using Points = PT_;
using Cells = CT_;
Points points;
Cells cells;
Mesh(Points points, Cells cells)
: points(std::move(points)), cells(std::move(cells)) {}
};
auto make_cube(float radius) {
Eigen::Matrix3Xf points(3, 8);
points.fill(radius);
for (int i = 0; i < points.cols(); ++i) {
for (int j = 0; j < 3; ++j) {
if ((i >> j) & 1) {
points(j, i) *= -1;
}
}
}
Matrix3Xui cells(3, 12);
cells.transpose()
<< 0b000, 0b001, 0b010, 0b001, 0b010, 0b011,
0b100, 0b101, 0b110, 0b101, 0b110, 0b111,
0b000, 0b001, 0b100, 0b001, 0b100, 0b101,
0b010, 0b011, 0b110, 0b011, 0b110, 0b111,
0b000, 0b010, 0b100, 0b010, 0b100, 0b110,
0b001, 0b011, 0b101, 0b011, 0b101, 0b111;
return Mesh(points, cells);
}
template<size_t Dim>
auto make_cube_wire(float radius) {
constexpr size_t NPoints = 1 << Dim;
constexpr size_t NCells = Dim * (NPoints >> 1);
Eigen::Matrix<float, Dim, NPoints> points;
points.fill(radius);
for (int i = 0; i < points.cols(); ++i) {
for (int j = 0; j < Dim; ++j) {
if ((i >> j) & 1) {
points(j, i) *= -1;
}
}
}
Eigen::Matrix<unsigned int, 2, NCells> cells;
int k = 0;
for (int i = 0; i < NPoints; ++i) {
for (int j = 0; j < Dim; ++j) {
if ((i >> j) & 1) {
cells(0, k) = i;
cells(1, k) = i ^ (1 << j);
k++;
}
}
}
return Mesh(points, cells);
}
}

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@@ -1,68 +0,0 @@
#pragma once
#include "meshlib.hpp"
#include <Eigen/Eigen>
#include <nlohmann/json.hpp>
namespace Eigen {
template<class Derived>
void to_json(nlohmann::json &json, const Eigen::PlainObjectBase<Derived> &mat) {
using Scalar = typename Derived::Scalar;
auto rows = mat.rows();
auto cols = mat.cols();
std::vector<Scalar> vals(mat.size());
Map<Derived>(vals.data(), rows, cols) = mat;
json = {
{"rows", rows},
{"cols", cols},
{"vals", vals},
};
}
template<class Derived>
void from_json(const nlohmann::json &j, Derived &d) {
using Scalar = typename Derived::Scalar;
auto rows = j["rows"].get<Index>();
auto cols = j["cols"].get<Index>();
auto vals = j["vals"].get<std::vector<Scalar>>();
d = Map<Derived>(vals.data(), rows, cols);
}
}
namespace nlohmann {
template<typename PT_, typename CT_>
struct adl_serializer<ml::Mesh<PT_, CT_>> {
static void to_json(json &j, const ml::Mesh<PT_, CT_> &m) {
j = {
{"points", m.points},
{"cells", m.cells},
};
}
static ml::Mesh<PT_, CT_> from_json(const json &j) {
return ml::Mesh<PT_, CT_>(
j["points"].get<PT_>(),
j["cells"].get<CT_>()
);
}
};
}
namespace ml {
template<typename PT_, typename CT_>
void write(const ml::Mesh<PT_, CT_> &mesh, std::ostream &&out) {
nlohmann::json json = mesh;
nlohmann::json::to_msgpack(json, out);
}
template<typename M_>
M_ read(std::istream &&in) {
return nlohmann::json::from_msgpack(in).get<M_>();
}
}

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@@ -1,13 +0,0 @@
#version 440
layout(location=1) uniform float time;
layout(location=2) uniform mat4 proj;
layout(location=3) uniform mat4 rot;
layout(location=0) in vec3 pos;
void main() {
mat3 rot3 = mat3(rot);
vec3 pos3 = rot3 * pos;
gl_Position = proj * vec4(pos3, 1.0);
}

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@@ -1,282 +0,0 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl3.h>
#include <iostream>
#include <fstream>
#include "gl/debug.hpp"
#include "gl/buffer.hpp"
#include "gl/shader.hpp"
#include "gl/vertexarray.hpp"
#include <ml/meshlib.hpp>
#include <ml/meshlib_json.hpp>
struct State {
Eigen::Vector4f bg{0.07f, 0.09f, 0.10f, 1.00f};
Eigen::Vector4f fg{0.71f, 0.53f, 0.94f, 1.00f};
Eigen::Vector4f wf{0.95f, 0.95f, 0.95f, 1.00f};
Eigen::Vector4f R{1.00f, 0.00f, 0.00f, 1.00f};
Eigen::Vector4f G{0.00f, 1.00f, 0.00f, 1.00f};
Eigen::Vector4f B{0.00f, 0.00f, 1.00f, 1.00f};
Eigen::Vector4f Y{1.20f, 1.20f, 0.00f, 1.00f};
Eigen::Matrix4f rot = Eigen::Matrix4f::Identity();
bool color_axes = false;
};
Eigen::Matrix4f rotor(int u, int v, float rad) {
Eigen::Matrix4f res = Eigen::Matrix4f::Identity();
res(u, u) = res(v, v) = cosf(rad);
res(u, v) = res(v, u) = sinf(rad);
res(u, v) *= -1;
return res;
}
template<typename T_>
T_ mix(const T_ &a, const T_ &b, const typename T_::Scalar &x) {
return a * (1 - x) + b * x;
}
void show_overlay(State &state) {
static std::string gl_vendor = (const char *) glGetString(GL_VENDOR);
static std::string gl_renderer = (const char *) glGetString(GL_RENDERER);
static std::string gl_version = (const char *) glGetString(GL_VERSION);
static std::string glsl_version = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
ImGuiWindowFlags window_flags =
ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoBringToFrontOnFocus |
ImGuiWindowFlags_NoMove;
ImGuiStyle &style = ImGui::GetStyle();
const auto PAD = style.DisplaySafeAreaPadding;
auto window_pos = PAD;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
ImGui::Begin("Graphics Information", nullptr, window_flags);
ImGui::Text("GL Vendor | %s", gl_vendor.c_str());
ImGui::Text("GL Renderer | %s", gl_renderer.c_str());
ImGui::Text("GL Version | %s", gl_version.c_str());
ImGui::Text("GLSL Version | %s", glsl_version.c_str());
auto v2 = ImGui::GetWindowSize();
window_pos.y += v2.y + PAD.y;
ImGui::End();
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
ImGui::Begin("Controls", nullptr, window_flags);
ImGuiIO &io = ImGui::GetIO();
ImGui::Text("FPS | %.2f", io.Framerate);
ImGui::Separator();
ImGui::ColorEdit3("Background", state.bg.data(), ImGuiColorEditFlags_Float);
ImGui::ColorEdit3("Foreground", state.fg.data(), ImGuiColorEditFlags_Float);
ImGui::ColorEdit3("Wireframe", state.wf.data(), ImGuiColorEditFlags_Float);
ImGui::Checkbox("Show RGBY axis colors", &state.color_axes);
if (io.MouseDown[0] && !io.WantCaptureMouse) {
Eigen::Matrix4f rot = Eigen::Matrix4f::Identity();
Eigen::Vector2f del{io.MouseDelta.x, io.MouseDelta.y};
del /= 200.0f;
if (io.KeyShift) {
del /= 5.0f;
}
if (io.KeyCtrl) {
Eigen::Matrix4f rx = rotor(0, 3, -del.x());
Eigen::Matrix4f ry = rotor(1, 3, del.y());
rot = rx * ry;
} else {
Eigen::Matrix4f rx = rotor(0, 2, -del.x());
Eigen::Matrix4f ry = rotor(1, 2, del.y());
rot = rx * ry;
}
state.rot = rot * state.rot;
}
ImGui::End();
}
void set_style() {
ImGui::StyleColorsDark();
ImGuiStyle &style = ImGui::GetStyle();
style.WindowRounding = 4;
style.FrameRounding = 2;
style.DisplaySafeAreaPadding.x = 10;
style.DisplaySafeAreaPadding.y = 10;
}
int run(GLFWwindow *window, ImGuiContext *context) {
State state;
Buffer<GLuint> ind_buf;
Buffer<Eigen::Vector4f> vert_buf;
// Buffer<GLuint> ind4d_buf;
// Buffer<Eigen::Vector4f> vert4d_buf;
VertexArray<Eigen::Vector4f> vao(vert_buf);
glVertexArrayElementBuffer(vao, ind_buf);
// VertexArray<Eigen::Vector4f> vao4d(vert4d_buf);
// glVertexArrayElementBuffer(vao4d, ind4d_buf);
using PointsType = Eigen::Matrix<float, 4, Eigen::Dynamic>;
using CellsType = Eigen::Matrix<unsigned, 3, Eigen::Dynamic>;
using Mesh = ml::Mesh<PointsType, CellsType>;
auto mesh = ml::read<Mesh>(std::ifstream("dodeca.pak"));
// auto mesh = ml::make_cube(0.22f);
auto elements = (GLint) ind_buf.upload(mesh.cells.reshaped());
vert_buf.upload(mesh.points.colwise());
// auto mesh4d = ml::make_cube_wire<4>(0.33f);
// auto elements4d = (GLint) ind4d_buf.upload(mesh4d.cells.reshaped());
// vert4d_buf.upload(mesh4d.points.colwise());
// VertexShader vs(std::ifstream("res/shaders/main.vert.glsl"));
VertexShader vs4d(std::ifstream("res/shaders/4d.vert.glsl"));
FragmentShader fs(std::ifstream("res/shaders/main.frag.glsl"));
Program pgm(vs4d, fs);
// Program pgm4d(vs4d, fs);
glEnable(GL_DEPTH_TEST);
Eigen::Projective3f proj;
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
show_overlay(state);
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(state.bg[0], state.bg[1], state.bg[2], state.bg[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto aspect = (float) display_h / (float) display_w;
proj = Eigen::AlignedScaling3f(aspect, 1.0, -0.6);
glUseProgram(pgm);
glBindVertexArray(vao);
glUniform4fv(0, 1, state.fg.data());
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
glUniformMatrix4fv(3, 1, false, state.rot.data());
glDrawElements(GL_TRIANGLES, elements, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
glUseProgram(0);
// glUseProgram(pgm4d);
// glBindVertexArray(vao4d);
// glUniform4fv(0, 1, state.wf.data());
// glUniform1f(1, (GLfloat) glfwGetTime());
// glUniformMatrix4fv(2, 1, false, proj.data());
// glUniformMatrix4fv(3, 1, false, state.rot.data());
//
// if (state.color_axes) {
// auto factor = 0.7f;
// auto x = mix(state.wf, state.R, factor);
// auto y = mix(state.wf, state.G, factor);
// auto z = mix(state.wf, state.B, factor);
// auto w = mix(state.wf, state.Y, factor);
//
// glUniform4fv(0, 1, x.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 0), 0);
// glUniform4fv(0, 1, y.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 2), 0);
// glUniform4fv(0, 1, z.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 8), 0);
// glUniform4fv(0, 1, w.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 24), 0);
// }
//
// glUniform4fv(0, 1, state.wf.data());
// glDrawElements(GL_LINES, elements4d, GL_UNSIGNED_INT, nullptr);
// glBindVertexArray(0);
// glUseProgram(0);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
return EXIT_SUCCESS;
}
int main() {
if (!glfwInit()) {
std::cerr << "GLFW:Failed initialization" << std::endl;
return EXIT_FAILURE;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
auto *window = glfwCreateWindow(1280, 720, "Cosets Visualization", nullptr, nullptr);
if (!window) {
std::cerr << "GLFW:Failed to create window" << std::endl;
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
#ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(log_gl_debug_callback, nullptr);
glDebugMessageControl(
GL_DONT_CARE, GL_DEBUG_TYPE_OTHER,
GL_DEBUG_SEVERITY_NOTIFICATION,
0, nullptr, GL_FALSE
);
#endif
IMGUI_CHECKVERSION();
auto *context = ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 130");
set_style();
int exit_code = EXIT_SUCCESS;
try {
exit_code = run(window, context);
} catch (const std::exception &e) {
std::cerr << e.what() << std::endl;
exit_code = EXIT_FAILURE;
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return exit_code;
}

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@@ -1,3 +1,9 @@
add_custom_target(resources DEPENDS resources_output)
add_custom_command(
OUTPUT resources_output
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/res ${CMAKE_CURRENT_BINARY_DIR}/res
COMMENT "Copying Resources")
add_executable(vis add_executable(vis
src/main.cpp src/main.cpp
) )
@@ -10,3 +16,5 @@ target_link_libraries(vis
eigen eigen
nlohmann_json nlohmann_json
) )
target_include_directories(vis PUBLIC include)
add_dependencies(vis resources)

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@@ -21,7 +21,7 @@ template<unsigned N>
std::vector<vec<N>> mirror(const tc::Group &group) { std::vector<vec<N>> mirror(const tc::Group &group) {
std::vector<std::vector<float>> mirrors; std::vector<std::vector<float>> mirrors;
for (int p = 0; p < group.ngens; ++p) { for (int p = 0; p < group.rank; ++p) {
std::vector<float> vp; std::vector<float> vp;
for (int m = 0; m < p; ++m) { for (int m = 0; m < p; ++m) {
auto &vq = mirrors[m]; auto &vq = mirrors[m];

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@@ -1,5 +1,10 @@
#pragma once #pragma once
#include <glad/glad.h>
#include <fmt/core.h>
#include <string>
#ifndef NDEBUG #ifndef NDEBUG
void GLAPIENTRY log_gl_debug_callback( void GLAPIENTRY log_gl_debug_callback(

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@@ -0,0 +1,15 @@
#version 440
//layout(location=1) uniform float time;
layout(location=2) uniform mat4 proj;
//layout(location=3) uniform mat4 rot;
layout(location=0) in vec4 pos;
void main() {
// mat3 rot3 = mat3(rot);
// vec3 pos3 = rot3 * pos;
vec3 pos3 = pos.xyz;
gl_Position = proj * vec4(pos3, 1.0);
}

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@@ -3,28 +3,193 @@
#include <imgui.h> #include <imgui.h>
#include <backends/imgui_impl_glfw.h> #include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl3.h> #include <backends/imgui_impl_opengl3.h>
#include <iostream>
#include <fmt/core.h>
#include <fstream> #include <fstream>
#include "debug.hpp" #include <fmt/core.h>
#include <fmt/ranges.h>
int run(GLFWwindow *window, ImGuiContext *ctx) { #include <gl/debug.hpp>
glClearColor(0.1, 0.1, 0.9, 1.0); #include <gl/buffer.hpp>
#include <gl/shader.hpp>
#include <gl/vertexarray.hpp>
#include <tc/groups.hpp>
#include <tc/core.hpp>
#include <geo/mirror.hpp>
struct State {
Eigen::Vector4f bg{0.169f, 0.169f, 0.169f, 1.00f};
Eigen::Vector4f fg{0.71f, 0.53f, 0.94f, 1.00f};
Eigen::Vector4f wf{0.95f, 0.95f, 0.95f, 1.00f};
Eigen::Vector4f R{1.00f, 0.00f, 0.00f, 1.00f};
Eigen::Vector4f G{0.00f, 1.00f, 0.00f, 1.00f};
Eigen::Vector4f B{0.00f, 0.00f, 1.00f, 1.00f};
Eigen::Vector4f Y{1.20f, 1.20f, 0.00f, 1.00f};
Eigen::Matrix4f rot = Eigen::Matrix4f::Identity();
bool color_axes = false;
};
Eigen::Matrix4f rotor(int u, int v, float rad) {
Eigen::Matrix4f res = Eigen::Matrix4f::Identity();
res(u, u) = res(v, v) = cosf(rad);
res(u, v) = res(v, u) = sinf(rad);
res(u, v) *= -1;
return res;
}
template<typename T_>
T_ mix(const T_ &a, const T_ &b, const typename T_::Scalar &x) {
return a * (1 - x) + b * x;
}
void show_overlay(State &state) {
static std::string gl_vendor = (const char *) glGetString(GL_VENDOR);
static std::string gl_renderer = (const char *) glGetString(GL_RENDERER);
static std::string gl_version = (const char *) glGetString(GL_VERSION);
static std::string glsl_version = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
ImGuiWindowFlags window_flags =
ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoBringToFrontOnFocus |
ImGuiWindowFlags_NoMove;
ImGuiStyle &style = ImGui::GetStyle();
const auto PAD = style.DisplaySafeAreaPadding;
auto window_pos = PAD;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
ImGui::Begin("Graphics Information", nullptr, window_flags);
ImGui::Text("GL Vendor | %s", gl_vendor.c_str());
ImGui::Text("GL Renderer | %s", gl_renderer.c_str());
ImGui::Text("GL Version | %s", gl_version.c_str());
ImGui::Text("GLSL Version | %s", glsl_version.c_str());
auto v2 = ImGui::GetWindowSize();
window_pos.y += v2.y + PAD.y;
ImGui::End();
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
ImGui::Begin("Controls", nullptr, window_flags);
ImGuiIO &io = ImGui::GetIO();
ImGui::Text("FPS | %.2f", io.Framerate);
ImGui::Separator();
ImGui::ColorEdit3("Background", state.bg.data(), ImGuiColorEditFlags_Float);
ImGui::ColorEdit3("Foreground", state.fg.data(), ImGuiColorEditFlags_Float);
ImGui::ColorEdit3("Wireframe", state.wf.data(), ImGuiColorEditFlags_Float);
ImGui::Checkbox("Show RGBY axis colors", &state.color_axes);
if (io.MouseDown[0] && !io.WantCaptureMouse) {
Eigen::Matrix4f rot = Eigen::Matrix4f::Identity();
Eigen::Vector2f del{io.MouseDelta.x, io.MouseDelta.y};
del /= 200.0f;
if (io.KeyShift) {
del /= 5.0f;
}
if (io.KeyCtrl) {
Eigen::Matrix4f rx = rotor(0, 3, -del.x());
Eigen::Matrix4f ry = rotor(1, 3, del.y());
rot = rx * ry;
} else {
Eigen::Matrix4f rx = rotor(0, 2, -del.x());
Eigen::Matrix4f ry = rotor(1, 2, del.y());
rot = rx * ry;
}
state.rot = rot * state.rot;
}
ImGui::End();
}
void set_style() {
ImGui::StyleColorsDark();
ImGuiStyle &style = ImGui::GetStyle();
style.WindowRounding = 4;
style.FrameRounding = 2;
style.DisplaySafeAreaPadding.x = 10;
style.DisplaySafeAreaPadding.y = 10;
}
int run(GLFWwindow *window, ImGuiContext *context) {
State state;
// Buffer<GLuint> ind_buf;
Buffer<Eigen::Vector4f> vert_buf;
VertexArray<Eigen::Vector4f> vao(vert_buf);
// glVertexArrayElementBuffer(vao, ind_buf);
tc::Group group = tc::coxeter("3 4 3");
auto cosets = solve(group, {}, 1000000);
vec4 coords {1, 1, 1, 1};
auto mirrors = mirror<4>(group);
auto corners = plane_intersections(mirrors);
auto start = barycentric(corners, coords);
start.normalize();
auto points = cosets.path.walk<vec4, vec4>(start, mirrors, reflect<vec4>);
vert_buf.upload(points);
VertexShader vs(std::ifstream("res/shaders/main.vert.glsl"));
FragmentShader fs(std::ifstream("res/shaders/main.frag.glsl"));
Program pgm(vs, fs);
glEnable(GL_DEPTH_TEST);
glPointSize(2);
Eigen::Projective3f proj;
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
glfwPollEvents(); glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
ImGui::Begin("Hello There!", nullptr, ImGuiWindowFlags_None); show_overlay(state);
ImGui::Text("General Kenobi.");
ImGui::End();
ImGui::Render(); ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(state.bg[0], state.bg[1], state.bg[2], state.bg[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto aspect = (float) display_h / (float) display_w;
proj = Eigen::AlignedScaling3f(aspect, 1.0, -0.6);
glUseProgram(pgm);
glBindVertexArray(vao);
glUniform4fv(0, 1, state.fg.data());
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
glUniformMatrix4fv(3, 1, false, state.rot.data());
glDrawArrays(GL_POINTS, 0, points.size());
glBindVertexArray(0);
glUseProgram(0);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
@@ -34,21 +199,16 @@ int run(GLFWwindow *window, ImGuiContext *ctx) {
int main() { int main() {
if (!glfwInit()) { if (!glfwInit()) {
fmt::print(stderr, "GLFW : Failed Initialization\n"); std::cerr << "GLFW:Failed initialization" << std::endl;
return EXIT_FAILURE; return EXIT_FAILURE;
} }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow( auto *window = glfwCreateWindow(1280, 720, "Cosets Visualization", nullptr, nullptr);
1280, 720,
"Cosets Visualization",
nullptr, nullptr
);
if (!window) { if (!window) {
fmt::print("GLFW : Failed to create window.\n"); std::cerr << "GLFW:Failed to create window" << std::endl;
return EXIT_FAILURE; return EXIT_FAILURE;
} }
@@ -67,17 +227,19 @@ int main() {
#endif #endif
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGuiContext *ctx = ImGui::CreateContext(); auto *context = ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 130"); ImGui_ImplOpenGL3_Init("#version 130");
int code = EXIT_SUCCESS; set_style();
int exit_code = EXIT_SUCCESS;
try { try {
code = run(window, ctx); exit_code = run(window, context);
} catch (const std::exception &ex) { } catch (const std::exception &e) {
fmt::print(stderr, "{}\n", ex.what()); std::cerr << e.what() << std::endl;
code = EXIT_FAILURE; exit_code = EXIT_FAILURE;
} }
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
@@ -87,5 +249,5 @@ int main() {
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
return code; return exit_code;
} }