mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
working on memoization
This commit is contained in:
@@ -10,3 +10,6 @@ add_custom_command(
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)
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add_dependencies(vis shaders)
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add_library(vis-util INTERFACE)
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target_include_directories(vis-util INTERFACE include)
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38
vis/include/geometry.hpp
Normal file
38
vis/include/geometry.hpp
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@@ -0,0 +1,38 @@
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#pragma once
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#include <tc/core.hpp>
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#include <optional>
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#include <cmath>
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size_t key(const std::vector<int> &gens) {
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size_t bits = 0;
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for (const auto &gen : gens) {
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bits |= 1U << gen;
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}
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return bits;
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}
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struct CosetMemo {
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const tc::Group &parent;
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std::vector<std::vector<std::optional<tc::Cosets>>> results;
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explicit CosetMemo(const tc::Group &parent)
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: parent(parent) {
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size_t W = std::pow(2, parent.ngens);
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for (size_t i = 0; i < W; ++i) {
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results.emplace_back(W, std::nullopt);
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}
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}
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tc::Cosets solve(const std::vector<int> &group_gens, const std::vector<int> &sub_gens) {
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size_t group_key = key(group_gens);
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size_t sub_key = key(sub_gens);
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if (!results[group_key][sub_key]) {
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results[group_key][sub_key] = parent.subgroup(group_gens).solve(sub_gens);
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}
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return results[group_key][sub_key].value();
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}
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};
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@@ -1,6 +1,6 @@
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#pragma once
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#include <tc/cosets.h>
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#include <tc/core.hpp>
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#include <glm/glm.hpp>
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#include <cmath>
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#include <vector>
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@@ -27,7 +27,7 @@ std::vector<glm::vec4> mirror(const tc::Group &group) {
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glm::vec4 vp{};
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for (int m = 0; m < p; ++m) {
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glm::vec4 vq = mirrors[m];
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vp[m] = (cos(M_PI / group.rel(p, m).mult) - dot(m, vp, vq)) / vq[m];
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vp[m] = (cos(M_PI / group.get(p, m)) - dot(m, vp, vq)) / vq[m];
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}
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vp[p] = std::sqrt(1 - glm::dot(vp, vp));
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42
vis/include/util.hpp
Normal file
42
vis/include/util.hpp
Normal file
@@ -0,0 +1,42 @@
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#pragma once
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#include <string>
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#include <vector>
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#include <glad/glad.h>
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#include <sstream>
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void utilShaderSource(GLuint shader, const std::vector<std::string> &sources) {
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char const *ptrs[sources.size()];
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for (size_t i = 0; i < sources.size(); ++i) {
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ptrs[i] = sources[i].c_str();
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}
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glShaderSource(shader, sources.size(), ptrs, nullptr);
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}
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std::string utilShaderInfoLog(GLuint shader) {
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int len;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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char buffer[len];
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glGetShaderInfoLog(shader, len, nullptr, buffer);
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return std::string(buffer);
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}
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std::string utilProgramInfoLog(GLuint program) {
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int len;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);
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char buffer[len];
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glGetProgramInfoLog(program, len, nullptr, buffer);
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return std::string(buffer);
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}
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std::string utilInfo() {
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std::stringstream ss;
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ss
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<< "Graphics Information:" << std::endl
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<< " Vendor: " << glGetString(GL_VENDOR) << std::endl
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<< " Renderer: " << glGetString(GL_RENDERER) << std::endl
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<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl
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<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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return ss.str();
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}
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216
vis/src/main.cpp
216
vis/src/main.cpp
@@ -2,106 +2,24 @@
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <tc/groups.h>
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#include <tc/solver.h>
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#include "geom.h"
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/string_cast.hpp>
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#include <tc/groups.hpp>
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#include "util.hpp"
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#include "mirror.hpp"
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#include "geometry.hpp"
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#ifdef _WIN32
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extern "C" {
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__attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x00000001;
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}
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#endif
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void utilShaderSource(GLuint shader, const std::vector<std::string> &sources) {
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char const *ptrs[sources.size()];
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for (size_t i = 0; i < sources.size(); ++i) {
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ptrs[i] = sources[i].c_str();
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}
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glShaderSource(shader, sources.size(), ptrs, nullptr);
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}
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std::string utilShaderInfoLog(GLuint shader) {
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int len;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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char buffer[len];
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glGetShaderInfoLog(shader, len, nullptr, buffer);
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return std::string(buffer);
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}
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std::string utilProgramInfoLog(GLuint program) {
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int len;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);
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char buffer[len];
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glGetProgramInfoLog(program, len, nullptr, buffer);
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return std::string(buffer);
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}
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template<int D>
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tc::Group shrink(const tc::Group &g, const std::array<int, D> &sub) {
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tc::Group h(D);
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for (int i = 0; i < D; ++i) {
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for (int j = 0; j < D; ++j) {
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h.setmult({i, j, g.rel(sub[i], sub[j]).mult});
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}
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}
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return h;
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}
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template<int D>
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std::vector<int> raise(
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const tc::Cosets &g_res,
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const tc::Cosets &h_res,
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const std::array<int, D> &gen_map,
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const std::vector<int> &path
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) {
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std::vector<int> res(path.size(), 0);
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for (size_t i = 1; i < path.size(); ++i) {
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auto action = h_res.path[path[i]];
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res[i] = g_res.get(res[action.coset], gen_map[action.gen]);
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}
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return res;
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}
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std::vector<int> targets(const std::vector<tc::Action> &path) {
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std::vector<int> res(path.size(), 0);
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for (size_t i = 0; i < path.size(); ++i) {
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res[i] = path[i].target;
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}
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return res;
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}
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std::vector<int> tile(const tc::Cosets &map, std::vector<int> geom) {
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int K = geom.size();
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geom.resize(K * map.size());
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for (int i = 1; i < map.size(); ++i) { // tile
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auto gaction = map.path[i];
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for (int j = 0; j < K; ++j) {
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geom[i * K + j] = map.get(geom[gaction.coset * K + j], gaction.gen);
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}
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}
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return geom;
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}
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template<int D>
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std::vector<int> build(const tc::Group &g, const std::array<int, D> &sub) {
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tc::Group h = shrink<D>(g, sub);
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auto hres = tc::solve(h); // recursion would happen here
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auto gres = tc::solve(g);
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std::vector<int> geom = targets(hres.path);
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geom = raise<D>(gres, hres, sub, geom);
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return tile(gres, geom);
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}
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int main(int argc, char *argv[]) {
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//region init window
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return EXIT_FAILURE;
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@@ -122,46 +40,12 @@ int main(int argc, char *argv[]) {
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(0);
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std::cout
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<< "Graphics Information:" << std::endl
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<< " Vendor: " << glGetString(GL_VENDOR) << std::endl
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<< " Renderer: " << glGetString(GL_RENDERER) << std::endl
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<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl
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<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//endregion
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auto group = tc::group::B(2);
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auto res = tc::solve(group);
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auto mirrors = mirror(group);
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auto corners = plane_intersections(mirrors);
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auto points = std::vector<glm::vec4>(res.size());
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points[0] = barycentric(corners, {1.00f, 0.50f, 0.50f, 0.50f});
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for (int i = 1; i < res.size(); ++i) {
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auto action = res.path[i];
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points[i] = reflect(points[action.coset], mirrors[action.gen]);
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}
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auto h = shrink<2>(group, {0, 1});
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auto i = shrink<1>(h, {0});
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auto g_map = res;
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auto h_map = tc::solve(h);
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auto i_map = tc::solve(i);
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auto g0 = targets(i_map.path);
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g0 = raise<1>(h_map, i_map, {0}, g0);
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g0 = tile(h_map, g0);
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g0 = raise<2>(g_map, h_map, {0, 1}, g0);
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// auto g0 = build<2>(group, {0});
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// auto g1 = build<2>(group, {1});
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// auto g2 = build<2>(group, {2});
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// auto g3 = build<2>(group, {3});
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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utilShaderSource(vs, {
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"#version 430\n",
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std::cout << utilInfo();
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const std::string VS_SOURCE =
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"#version 430\n"
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"layout(location=0) uniform mat4 proj;"
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"layout(location=1) uniform mat4 view;"
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""
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@@ -175,14 +59,10 @@ int main(int argc, char *argv[]) {
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// " gl_Position = proj * vec4(vpos.xyz / (1), 1);"
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" gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);"
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" gl_PointSize = 5;"
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"}"
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});
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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utilShaderSource(fs, {
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"#version 430\n",
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"}";
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const std::string FS_SOURCE =
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"#version 430\n"
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"layout(location=2) uniform vec3 c;"
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""
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"in vec4 vpos;"
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@@ -192,8 +72,15 @@ int main(int argc, char *argv[]) {
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"void main() {"
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" float d = smoothstep(-2, 2, vpos.z);"
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" color = vec4(c * d, 1);"
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"}"
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});
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"}";
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//region init shaders
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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utilShaderSource(vs, {VS_SOURCE});
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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utilShaderSource(fs, {FS_SOURCE});
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GLuint pgm = glCreateProgram();
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glAttachShader(pgm, vs);
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@@ -218,6 +105,15 @@ int main(int argc, char *argv[]) {
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glfwTerminate();
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return EXIT_FAILURE;
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}
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//endregion
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auto group = tc::group::B(4);
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auto res = group.solve();
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auto mirrors = mirror(group);
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auto corners = plane_intersections(mirrors);
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auto start = barycentric(corners, {1.00f, 0.50f, 0.50f, 0.50f});
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auto points = res.path.walk<glm::vec4, glm::vec4>(start, mirrors, reflect);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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@@ -227,27 +123,11 @@ int main(int argc, char *argv[]) {
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
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GLuint ibo0;
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glGenBuffers(1, &ibo0);
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glBindBuffer(GL_ARRAY_BUFFER, ibo0);
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glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g0.size(), &g0[0], GL_STATIC_DRAW);
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// GLuint ibo1;
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// glGenBuffers(1, &ibo1);
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// glBindBuffer(GL_ARRAY_BUFFER, ibo1);
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// glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g1.size(), &g1[0], GL_STATIC_DRAW);
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//
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// GLuint ibo2;
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// glGenBuffers(1, &ibo2);
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// glBindBuffer(GL_ARRAY_BUFFER, ibo2);
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// glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g2.size(), &g2[0], GL_STATIC_DRAW);
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//
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// GLuint ibo3;
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// glGenBuffers(1, &ibo3);
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// glBindBuffer(GL_ARRAY_BUFFER, ibo3);
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// glBufferData(GL_ARRAY_BUFFER, sizeof(int) * g3.size(), &g3[0], GL_STATIC_DRAW);
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while (!glfwWindowShouldClose(window)) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(pgm);
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@@ -255,9 +135,7 @@ int main(int argc, char *argv[]) {
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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//region uniforms
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auto aspect = (float) width / (float) height;
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auto pheight = 1.4f;
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auto pwidth = aspect * pheight;
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@@ -270,27 +148,11 @@ int main(int argc, char *argv[]) {
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view = glm::rotate(view, t / 3, glm::vec3(0, 0, 1));
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view = glm::rotate(view, t / 4, glm::vec3(1, 0, 0));
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glUniformMatrix4fv(1, 1, false, glm::value_ptr(view));
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//endregion
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glUniform3f(2, 1.0f, 1.0f, 1.0f);
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glDrawArrays(GL_POINTS, 0, points.size());
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glLineWidth(2.0f);
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glUniform3f(2, 1.0f, 0.0f, 0.0f);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo0);
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glDrawElements(GL_LINES, g0.size(), GL_UNSIGNED_INT, nullptr);
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// glUniform3f(2, 0.0f, 1.0f, 0.0f);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo1);
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// glDrawElements(GL_LINES, g1.size(), GL_UNSIGNED_INT, nullptr);
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//
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// glUniform3f(2, 0.0f, 0.0f, 1.0f);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo2);
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// glDrawElements(GL_LINES, g2.size(), GL_UNSIGNED_INT, nullptr);
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//
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// glUniform3f(2, 0.7f, 0.7f, 0.0f);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo3);
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// glDrawElements(GL_LINES, g3.size(), GL_UNSIGNED_INT, nullptr);
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glfwSwapBuffers(window);
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glfwPollEvents();
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