#include #include #include #include #include #include "geom.h" #include #include #ifdef _WIN32 extern "C" { __attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x00000001; } #endif void utilShaderSource(GLuint shader, const std::vector &sources) { char const *ptrs[sources.size()]; for (size_t i = 0; i < sources.size(); ++i) { ptrs[i] = sources[i].c_str(); } glShaderSource(shader, sources.size(), ptrs, nullptr); } std::string utilShaderInfoLog(GLuint shader) { int len; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); char buffer[len]; glGetShaderInfoLog(shader, len, nullptr, buffer); return std::string(buffer); } std::string utilProgramInfoLog(GLuint program) { int len; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len); char buffer[len]; glGetProgramInfoLog(program, len, nullptr, buffer); return std::string(buffer); } std::vector build(const tc::Group &g, std::vector gens) { std::cout << g.name << std::endl; if (g.trivial()) return {0}; std::vector res; auto root = tc::solve(g); for (size_t i = 0; i < gens.size(); ++i) { std::vector sub(gens); sub.erase(sub.begin() + i); auto base = build(g.shrink(sub), sub); for (auto e : base) { res.push_back(e); } res.push_back(0); } auto map = tc::solve(g, gens); size_t N = res.size(); res.resize(N * map.size()); ,. for (size_t i = 1; i < res.size(); ++i) { auto action = map.path[i]; for (size_t j = 0; j < N; ++j) { res[i * N + j] = root.get(res[action.coset * N + j], action.gen); } } return res; } int main(int argc, char *argv[]) { if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return EXIT_FAILURE; } auto window = glfwCreateWindow( 1920, 1080, "Coset Visualization", nullptr, nullptr); if (!window) { std::cerr << "Failed to create window" << std::endl; glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); glfwSwapInterval(0); std::cout << "Graphics Information:" << std::endl << " Vendor: " << glGetString(GL_VENDOR) << std::endl << " Renderer: " << glGetString(GL_RENDERER) << std::endl << " OpenGL version: " << glGetString(GL_VERSION) << std::endl << " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; auto group = tc::group::B(3); auto res = tc::solve(group); auto mirrors = mirror(group); auto corners = plane_intersections(mirrors); auto points = std::vector(res.size()); points[0] = barycentric(corners, {1.00f, 0.50f, 0.50f, 0.50f}); for (int i = 1; i < res.size(); ++i) { auto action = res.path[i]; points[i] = reflect(points[action.coset], mirrors[action.gen]); } auto res0 = tc::solve(group, {0}); auto res0_inds = std::vector(res0.size() * 2); res0_inds[0] = res.get(0, 0); res0_inds[1] = 0; for (int i = 1; i < res0.size(); ++i) { auto action = res0.path[i]; res0_inds[i * 2 + 0] = res.get(res0_inds[action.coset * 2 + 0], action.gen); res0_inds[i * 2 + 1] = res.get(res0_inds[action.coset * 2 + 1], action.gen); } auto res1 = tc::solve(group, {1}); auto res1_inds = std::vector(res1.size() * 2); res1_inds[0] = res.get(0, 1); res1_inds[1] = 0; for (int i = 1; i < res1.size(); ++i) { auto action = res1.path[i]; res1_inds[i * 2 + 0] = res.get(res1_inds[action.coset * 2 + 0], action.gen); res1_inds[i * 2 + 1] = res.get(res1_inds[action.coset * 2 + 1], action.gen); } auto res2 = tc::solve(group, {2}); auto res2_inds = std::vector(res2.size() * 2); res2_inds[0] = res.get(0, 2); res2_inds[1] = 0; for (int i = 1; i < res2.size(); ++i) { auto action = res2.path[i]; res2_inds[i * 2 + 0] = res.get(res2_inds[action.coset * 2 + 0], action.gen); res2_inds[i * 2 + 1] = res.get(res2_inds[action.coset * 2 + 1], action.gen); } // auto res01 = tc::solve(group, {0, 1}); // auto res01_inds = std::vector(res01.size() * 3); // res01_inds[0] = res.get(0, 0); // res01_inds[1] = res.get(0, 1); // res01_inds[2] = 0; // for (int i = 0; i < res01.size(); ++i) { // auto action = res01.path[i]; // for (int j = 0; j < 3; ++j) { // res01_inds[i * 3 + j] = res.get(res01_inds[action.coset * 3 + j], action.gen); // } // } auto test_inds = build(group, {0, 1, 2}); std::cout << "done" << std::endl; auto test_mode = GL_TRIANGLES; GLuint vs = glCreateShader(GL_VERTEX_SHADER); utilShaderSource(vs, { "#version 430\n", "layout(location=0) uniform mat4 proj;" "layout(location=1) uniform mat4 view;" "" "layout(location=0) in vec4 pos;" "" "void main() {" " int i = gl_VertexID;" " gl_Position = proj * view * vec4(pos.xyz, 1);" " gl_PointSize = 5;" "}" }); glCompileShader(vs); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); utilShaderSource(fs, { "#version 430\n", "layout(location=2) uniform float gray;" "" "out vec4 color;" "" "void main() {" " color = vec4(gray);" "}" }); GLuint pgm = glCreateProgram(); glAttachShader(pgm, vs); glAttachShader(pgm, fs); glLinkProgram(pgm); GLint status; glGetShaderiv(vs, GL_COMPILE_STATUS, &status); if (!status) { std::cerr << utilShaderInfoLog(vs) << "\n=========\n" << std::endl; } glGetShaderiv(fs, GL_COMPILE_STATUS, &status); if (!status) { std::cerr << utilShaderInfoLog(fs) << "\n=========\n" << std::endl; } glGetProgramiv(pgm, GL_LINK_STATUS, &status); if (!status) { std::cerr << utilProgramInfoLog(pgm) << "\n=========\n" << std::endl; glfwTerminate(); return EXIT_FAILURE; } GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * points.size(), &points[0], GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr); GLuint res0_ibo; glGenBuffers(1, &res0_ibo); glBindBuffer(GL_ARRAY_BUFFER, res0_ibo); glBufferData(GL_ARRAY_BUFFER, sizeof(int) * res0_inds.size(), &res0_inds[0], GL_STATIC_DRAW); GLuint res1_ibo; glGenBuffers(1, &res1_ibo); glBindBuffer(GL_ARRAY_BUFFER, res1_ibo); glBufferData(GL_ARRAY_BUFFER, sizeof(int) * res1_inds.size(), &res1_inds[0], GL_STATIC_DRAW); GLuint res2_ibo; glGenBuffers(1, &res2_ibo); glBindBuffer(GL_ARRAY_BUFFER, res2_ibo); glBufferData(GL_ARRAY_BUFFER, sizeof(int) * res2_inds.size(), &res2_inds[0], GL_STATIC_DRAW); GLuint test_ibo; glGenBuffers(1, &test_ibo); glBindBuffer(GL_ARRAY_BUFFER, test_ibo); glBufferData(GL_ARRAY_BUFFER, sizeof(int) * test_inds.size(), &test_inds[0], GL_STATIC_DRAW); while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(pgm); glEnable(GL_PROGRAM_POINT_SIZE); glEnable(GL_POINT_SMOOTH); glEnable(GL_DEPTH_TEST); int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); auto aspect = (float) width / (float) height; auto pheight = 1.4f; auto pwidth = aspect * pheight; glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight); glUniformMatrix4fv(0, 1, false, glm::value_ptr(proj)); auto t = (float) glfwGetTime() / 3; glm::mat4 view = glm::rotate(glm::identity(), t, glm::vec3(0, 1, 0)); glUniformMatrix4fv(1, 1, false, glm::value_ptr(view)); glUniform1f(2, 1.0f); glDrawArrays(GL_POINTS, 0, points.size()); // glUniform1f(2, 0.9f); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, res0_ibo); // glDrawElements(GL_LINES, res0_inds.size(), GL_UNSIGNED_INT, nullptr); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, res1_ibo); // glDrawElements(GL_LINES, res1_inds.size(), GL_UNSIGNED_INT, nullptr); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, res2_ibo); // glDrawElements(GL_LINES, res2_inds.size(), GL_UNSIGNED_INT, nullptr); glUniform1f(2, 0.5f); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, test_ibo); glDrawElements(test_mode, test_inds.size(), GL_UNSIGNED_INT, nullptr); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return EXIT_SUCCESS; }