7 Commits

Author SHA1 Message Date
David Allemang
4722061186 Multiple passes for different point-cloud resolutions 2022-03-27 21:54:42 -04:00
David Allemang
0051794393 Improve hopf parameters 2022-03-27 19:31:54 -04:00
David Allemang
86ffc43c93 Copy infrastructure from tc 2022-03-27 17:08:44 -04:00
5bba0801f4 Add readme details. 2020-03-04 12:39:40 -05:00
b89b124693 Create README.md 2020-03-04 12:30:36 -05:00
a2f6416903 Merge remote-tracking branch 'origin/master' 2019-02-07 23:38:31 -05:00
2298a4fef9 realtime rotations 2019-02-07 23:38:05 -05:00
37 changed files with 1467 additions and 735 deletions

150
.gitignore vendored
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# Created by .ignore support plugin (hsz.mobi)
### C template
# Prerequisites
*.d
# Object files
*.o
*.ko
*.obj
*.elf
# Linker output
*.ilk
*.map
*.exp
# Precompiled Headers
*.gch
*.pch
# Libraries
*.lib
*.a
*.la
*.lo
# Shared objects (inc. Windows DLLs)
*.dll
*.so
*.so.*
*.dylib
# Executables
*.exe
*.out
*.app
*.i*86
*.x86_64
*.hex
# Debug files
*.dSYM/
*.su
*.idb
*.pdb
# Kernel Module Compile Results
*.mod*
*.cmd
.tmp_versions/
modules.order
Module.symvers
Mkfile.old
dkms.conf
### CMake template
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
Makefile
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
### JetBrains template
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and WebStorm
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
# User-specific stuff
.idea/**/workspace.xml
.idea/**/tasks.xml
.idea/**/dictionaries
.idea/**/shelf
# Sensitive or high-churn files
.idea/**/dataSources/
.idea/**/dataSources.ids
.idea/**/dataSources.local.xml
.idea/**/sqlDataSources.xml
.idea/**/dynamic.xml
.idea/**/uiDesigner.xml
.idea/**/dbnavigator.xml
# Gradle
.idea/**/gradle.xml
.idea/**/libraries
# CMake
cmake-build-debug/
cmake-build-release/
# Mongo Explorer plugin
.idea/**/mongoSettings.xml
# File-based project format
*.iws
# IntelliJ
out/
# mpeltonen/sbt-idea plugin
.idea_modules/
# JIRA plugin
atlassian-ide-plugin.xml
# Cursive Clojure plugin
.idea/replstate.xml
# Crashlytics plugin (for Android Studio and IntelliJ)
com_crashlytics_export_strings.xml
crashlytics.properties
crashlytics-build.properties
fabric.properties
# Editor-based Rest Client
.idea/httpRequests
### C++ template
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app

10
.gitmodules vendored
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[submodule "vendor/glfw"]
path = vendor/glfw
url = https://github.com/glfw/glfw.git
[submodule "vendor/glad"]
path = vendor/glad
url = https://github.com/Dav1dde/glad.git
branch = c
[submodule "vendor/glm"]
path = vendor/glm
url = https://github.com/g-truc/glm.git

4
.idea/encodings.xml generated
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with NO BOM" />
</project>

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@@ -1,2 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />

12
.idea/misc.xml generated
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
<component name="CidrRootsConfiguration">
<sourceRoots>
<file path="$PROJECT_DIR$/main" />
</sourceRoots>
<libraryRoots>
<file path="$PROJECT_DIR$/vendor" />
</libraryRoots>
</component>
</project>

8
.idea/modules.xml generated
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@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/hopf-fibration.iml" filepath="$PROJECT_DIR$/.idea/hopf-fibration.iml" />
</modules>
</component>
</project>

6
.idea/vcs.xml generated
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@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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@@ -1,17 +1,31 @@
cmake_minimum_required(VERSION 3.10)
project(hopf-fibration)
cmake_minimum_required(VERSION 3.21)
project(hopf)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD 20)
add_library(glad vendor/glad/src/glad.c)
target_include_directories(glad PUBLIC vendor/glad/include)
include(FetchContent)
option(GLFW_BUILD_DOCS OFF)
option(GLFW_BUILD_EXAMPLES OFF)
option(GLFW_BUILD_TESTS OFF)
add_subdirectory(vendor/glfw)
include(External/glfw.cmake)
include(External/imgui.cmake)
include(External/eigen.cmake)
include(External/glad.cmake)
include(External/json.cmake)
option(GLM_TEST_ENABLE OFF)
add_subdirectory(vendor/glm)
include_directories(include)
add_subdirectory(main)
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(hopf
src/main.cpp
src/gl/debug.hpp
src/gl/shader.hpp
src/gl/buffer.hpp
src/gl/vertexarray.hpp
src/gl/types.hpp)
target_link_libraries(hopf glfw glad imgui eigen nlohmann_json)
add_dependencies(hopf resources)

9
External/eigen.cmake vendored Normal file
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FetchContent_Declare(
eigen
GIT_REPOSITORY https://gitlab.com/libeigen/eigen.git
GIT_TAG 3.4
)
set(EIGEN_BUILD_DOC OFF CACHE INTERNAL "")
set(BUILD_TESTING OFF CACHE INTERNAL "")
set(EIGEN_BUILD_PKGCONFIG OFF CACHE INTERNAL "")
FetchContent_MakeAvailable(eigen)

9
External/glad.cmake vendored Normal file
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FetchContent_Declare(
glad
GIT_REPOSITORY https://github.com/Dav1dde/glad.git
GIT_TAG v0.1.36
)
set(GLAD_PROFILE "core" CACHE INTERNAL "OpenGL profile")
set(GLAD_API "gl=4.6" CACHE INTERNAL "API type/version pairs, like \"gl=3.2,gles=\", no version means latest")
set(GLAD_GENERATOR "c" CACHE INTERNAL "Language to generate the binding for")
FetchContent_MakeAvailable(glad)

10
External/glfw.cmake vendored Normal file
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FetchContent_Declare(
glfw
GIT_REPOSITORY https://github.com/glfw/glfw.git
GIT_TAG 3.3.6
)
set(GLFW_BUILD_EXAMPLES OFF CACHE INTERNAL "")
set(GLFW_BUILD_TESTS OFF CACHE INTERNAL "")
set(GLFW_BUILD_DOCS OFF CACHE INTERNAL "")
set(GLFW_INSTALL OFF CACHE INTERNAL "")
FetchContent_MakeAvailable(glfw)

22
External/imgui.cmake vendored Normal file
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FetchContent_Declare(
imgui
GIT_REPOSITORY https://github.com/ocornut/imgui
GIT_TAG v1.86
)
FetchContent_MakeAvailable(imgui)
add_library(
imgui
${imgui_SOURCE_DIR}/backends/imgui_impl_glfw.cpp
${imgui_SOURCE_DIR}/backends/imgui_impl_glfw.h
${imgui_SOURCE_DIR}/backends/imgui_impl_opengl3.cpp
${imgui_SOURCE_DIR}/backends/imgui_impl_opengl3.h
${imgui_SOURCE_DIR}/imgui.cpp
${imgui_SOURCE_DIR}/imgui.h
${imgui_SOURCE_DIR}/imgui_demo.cpp
${imgui_SOURCE_DIR}/imgui_draw.cpp
${imgui_SOURCE_DIR}/imgui_tables.cpp
${imgui_SOURCE_DIR}/imgui_widgets.cpp
)
target_include_directories(imgui PUBLIC ${imgui_SOURCE_DIR})
target_link_libraries(imgui PRIVATE glfw)

7
External/json.cmake vendored Normal file
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FetchContent_Declare(
json
GIT_REPOSITORY https://github.com/nlohmann/json.git
GIT_TAG v3.10.5
)
SET(JSON_ImplicitConversions OFF CACHE INTERNAL "")
FetchContent_MakeAvailable(json)

30
include/geo/combo.hpp Normal file
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#pragma once
#include <set>
#include <algorithm>
template<typename V, typename M>
V select(const V &data, const M &mask, size_t count) {
V result;
result.reserve(count);
for (int i = 0; i < mask.size(); ++i) {
if (mask[i]) result.push_back(data[i]);
}
return result;
}
template<typename V>
std::vector<V> combinations(const V &data, const size_t count) {
std::vector<V> result;
std::vector<bool> mask(data.size(), false);
std::fill(mask.begin(), mask.begin() + count, true);
do {
result.push_back(select(data, mask, count));
} while (std::next_permutation(mask.begin(), mask.end(), std::greater<>()));
return result;
}

63
include/geo/geometry.hpp Normal file
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#pragma once
#include <tc/core.hpp>
#include <cmath>
#include <optional>
#include <numeric>
#include <iostream>
#include <Eigen/Eigen>
#include "combo.hpp"
template<unsigned N>
using Prims = Eigen::Matrix<unsigned, N, Eigen::Dynamic>;
template<int N>
using vec = Eigen::Matrix<float, N, 1>;
template<int N>
using mat = Eigen::Matrix<float, N, N>;
using vec1 = vec<1>;
using vec2 = vec<2>;
using vec3 = vec<3>;
using vec4 = vec<4>;
using vec5 = vec<5>;
using mat1 = mat<1>;
using mat2 = mat<2>;
using mat3 = mat<3>;
using mat4 = mat<4>;
using mat5 = mat<5>;
mat4 orthographic(float left, float right, float bottom, float top, float front, float back) {
mat4 res = mat4();
res <<
2 / (right - left), 0, 0, -(right + left) / (right - left),
0, 2 / (top - bottom), 0, -(top + bottom) / (top - bottom),
0, 0, 2 / (front - back), -(front + back) / (front - back),
0, 0, 0, 1;
return res;
}
mat4 perspective(float fovy, float aspect, float zNear, float zFar) {
float tanHalfFovy(std::tan(fovy / 2));
mat4 res = mat4::Identity();
res(0, 0) = 1 / (aspect * tanHalfFovy);
res(1, 1) = 1 / (tanHalfFovy);
res(2, 2) = -(zFar + zNear) / (zFar - zNear);
res(3, 2) = -1;
res(2, 3) = -(2 + zFar * zNear) / (zFar - zNear);
return res;
}
mat4 translation(float x, float y, float z) {
mat4 res = mat4();
res <<
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1;
return res;
}

128
include/geo/mirror.hpp Normal file
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#pragma once
#include <tc/core.hpp>
#include <cmath>
#include <vector>
#include <algorithm>
#include <geo/geometry.hpp>
template<class V>
float dot(int n, const V &a, const V &b) {
float sum = 0;
for (int i = 0; i < n; ++i) {
sum += a[i] * b[i];
}
return sum;
}
template<unsigned N>
std::vector<vec<N>> mirror(const tc::Group &group) {
std::vector<std::vector<float>> mirrors;
for (int p = 0; p < group.ngens; ++p) {
std::vector<float> vp;
for (int m = 0; m < p; ++m) {
auto &vq = mirrors[m];
vp.push_back((cos(M_PI / group.get(p, m)) - dot(m, vp, vq)) / vq[m]);
}
vp.push_back(std::sqrt(1 - dot(p, vp, vp)));
for (const auto &v : mirrors) {
if (dot(p, vp, vp) > 0) {
for (auto &e : vp) {
e *= -1;
}
break;
}
}
mirrors.push_back(vp);
}
std::vector<vec<N>> res;
for (const auto &v : mirrors) {
vec<N> rv = vec<N>::Zero();
// ortho proj
for (int i = 0; i < std::min(v.size(), (size_t) N); ++i) {
rv[i] = v[i];
}
res.push_back(rv);
}
return res;
}
template<unsigned N>
vec<N> stereo(const vec<N + 1> &v) {
vec<N> r;
for (int i = 0; i < N; ++i) {
r[i] = v[i] / (1 - v[N]);
}
return r;
}
template<unsigned N>
vec<N> ortho(const vec<N + 1> &v) {
vec<N> r;
for (int i = 0; i < N; ++i) {
r[i] = v[i];
}
return r;
}
template<class V>
V project(const V &vec, const V &target) {
return vec.dot(target) / target.dot(target) * target;
}
template<class V>
V reflect(const V &a, const V &axis) {
return a - 2.f * project(a, axis);
}
template<class V>
V gram_schmidt_last(std::vector<V> vecs) {
for (int i = 0; i < vecs.size(); ++i) {
for (int j = 0; j < i; ++j) {
vecs[i] -= project(vecs[i], vecs[j]);
}
}
return vecs[vecs.size() - 1].normalized();
}
template<class V, class C>
V barycentric(const std::vector<V> &basis, const C &coords) {
V res = V::Zero();
int N = std::min((int) basis.size(), (int) coords.rows());
for (int i = 0; i < N; ++i) {
res += basis[i] * coords[i];
}
return res;
}
template<class V>
std::vector<V> plane_intersections(std::vector<V> normals) {
std::vector<V> results(normals.size());
for (int i = 0; i < normals.size(); ++i) {
std::rotate(normals.begin(), normals.begin() + 1, normals.end());
results[i] = gram_schmidt_last(normals);
}
return results;
}
template<unsigned N>
mat<N> rot(int u, int v, float theta) {
mat<N> res = mat<N>::Identity();
res(u, u) = std::cos(theta);
res(u, v) = std::sin(theta);
res(v, u) = -std::sin(theta);
res(v, v) = std::cos(theta);
return res;
}

233
include/geo/solver.hpp Normal file
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#pragma once
#include <tc/core.hpp>
#include <cmath>
#include <optional>
#include <numeric>
#include <iostream>
#include <geo/geometry.hpp>
#include "combo.hpp"
/**
* Produce a list of all generators for the group context. The range [0..group.ngens).
*/
std::vector<int> generators(const tc::Group &context) {
// todo if tc::Group has 'global' generators, then this will be a member of tc::Group.
// std::iota would populate a 'default' list of names, if names are not provided.
std::vector<int> g_gens(context.ngens);
std::iota(g_gens.begin(), g_gens.end(), 0);
return g_gens;
}
/**
* Determine which of g_gens are the correct names for sg_gens within the current context
*/
std::vector<int> recontext_gens(
const tc::Group &context,
std::vector<int> g_gens,
std::vector<int> sg_gens) {
// todo ideally tc::Group will deal in 'global' generators so this stell will be unecessary.
std::sort(g_gens.begin(), g_gens.end());
int inv_gen_map[context.ngens];
for (size_t i = 0; i < g_gens.size(); i++) {
inv_gen_map[g_gens[i]] = i;
}
std::vector<int> s_sg_gens;
s_sg_gens.reserve(sg_gens.size());
for (const auto gen: sg_gens) {
s_sg_gens.push_back(inv_gen_map[gen]);
}
std::sort(s_sg_gens.begin(), s_sg_gens.end());
return s_sg_gens;
}
/**
* Solve the cosets generated by sg_gens within the subgroup generated by g_gens of the group context
*/
tc::Cosets solve(
const tc::Group &context,
const std::vector<int> &g_gens,
const std::vector<int> &sg_gens
) {
// todo this should also be handled with 'global' generators.
const auto proper_sg_gens = recontext_gens(context, g_gens, sg_gens);
return context.subgroup(g_gens).solve(proper_sg_gens);
}
/**
* Apply some context transformation to all primitives of this mesh.
*/
template<unsigned N>
void apply(const tc::Cosets &table, int gen, Prims<N> &mat) {
auto data = mat.data();
for (int i = 0; i < mat.size(); ++i) {
data[i] = table.get(data[i], gen);
}
}
/**
* Convert the indexes of this mesh to those of a different context, using g_gens to build the parent context and sg_gens to build this context.
*/
template<unsigned N>
[[nodiscard]]
Prims<N> recontext(
Prims<N> prims,
const tc::Group &context,
const std::vector<int> &g_gens,
const std::vector<int> &sg_gens
) {
// todo this will be simpler with 'global' gens, but it's still not free...
const auto proper_sg_gens = recontext_gens(context, g_gens, sg_gens);
const auto table = solve(context, g_gens, {});
const auto path = solve(context, sg_gens, {}).path;
auto map = path.template walk<int, int>(0, proper_sg_gens, [table](int coset, int gen) {
return table.get(coset, gen);
});
Prims<N> res(prims);
auto data = res.data();
for (int i = 0; i < prims.size(); ++i) {
data[i] = map[data[i]];
}
return res;
}
/**
* Union several meshes of the same dimension
*/
template<unsigned N>
Prims<N> merge(const std::vector<Prims<N>> &meshes) {
// todo (?) might be possible with NullaryExpr
size_t cols = 0;
for (const auto &mesh: meshes) {
cols += mesh.cols();
}
Prims<N> res(N, cols);
size_t offset = 0;
for (const Prims<N> &mesh: meshes) {
res.middleCols(offset, mesh.cols()) = mesh;
offset += mesh.cols();
}
return res;
}
template<unsigned N>
[[nodiscard]]
std::vector<Prims<N>> tile(
Prims<N> prims,
const tc::Group &context,
const std::vector<int> &g_gens,
const std::vector<int> &sg_gens
) {
// todo convert to nullaryexpr.
// some stuff will be easier with global generators, but not all.
Prims<N> base = recontext<N>(prims, context, g_gens, sg_gens);
const auto proper_sg_gens = recontext_gens(context, g_gens, sg_gens);
const auto table = solve(context, g_gens, {});
const auto path = solve(context, g_gens, sg_gens).path;
std::vector<int> _gens = generators(context);
std::vector<Prims<N>> res = path.walk<Prims<N>, int>(
base, _gens,
[&](Prims<N> from, int gen) {
apply<N>(table, gen, from);
return from;
}
);
return res;
}
/**
* Produce a mesh of higher dimension by fanning a single point to all primitives in this mesh.
*/
template<unsigned N>
[[nodiscard]]
Prims<N + 1> fan(Prims<N> prims, int root) {
// todo convert to nullaryexpr.
Prims<N + 1> res(N + 1, prims.cols());
res.topRows(1) = Prims<1>::Constant(1, prims.cols(), root);
res.bottomRows(N) = prims;
return res;
}
/**
* Produce a mesh of primitives that fill out the volume of the subgroup generated by generators g_gens within the group context
*/
template<unsigned N>
Prims<N> triangulate(
const tc::Group &context,
const std::vector<int> &g_gens
) {
// todo (?) might be possible with nullaryexpr
// not so sure, though.
if (g_gens.size() + 1 != N) // todo make static assert
throw std::logic_error("g_gens size must be one less than N");
const auto &combos = combinations(g_gens, g_gens.size() - 1);
std::vector<Prims<N>> meshes;
for (const auto &sg_gens: combos) {
auto base = triangulate<N - 1>(context, sg_gens);
auto parts = tile<N - 1>(base, context, g_gens, sg_gens);
parts.erase(parts.begin(), parts.begin() + 1);
auto raised = merge<N - 1>(parts);
auto fanned = fan<N - 1>(raised, 0);
meshes.push_back(fanned);
}
return merge<N>(meshes);
}
/**
* Single-index primitives should not be further triangulated.
*/
template<>
Prims<1> triangulate<1>(
const tc::Group &context,
const std::vector<int> &g_gens
) {
if (not g_gens.empty()) // todo make static assert
throw std::logic_error("g_gens must be empty for a trivial Mesh");
return Prims<1>::Zero(1, 1);
}
template<unsigned N, class T>
auto hull(const tc::Group &group, T all_sg_gens, const std::vector<std::vector<int>> &exclude) {
std::vector<Prims<N>> parts;
auto g_gens = generators(group);
for (const std::vector<int> &sg_gens: all_sg_gens) {
bool excluded = false;
for (const auto &test: exclude) {
if (sg_gens == test) {
excluded = true;
break;
}
}
if (excluded) continue;
const auto &base = triangulate<N>(group, sg_gens);
const auto &tiles = tile<N>(base, group, g_gens, sg_gens);
for (const auto &tile: tiles) {
parts.push_back(tile);
}
}
return parts;
}

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include/ml/meshlib.hpp Normal file
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#pragma once
#include <iostream>
#include <ostream>
#include <memory>
#include <utility>
#include <Eigen/Eigen>
namespace ml {
using Matrix1Xui = Eigen::Matrix<unsigned int, 1, Eigen::Dynamic>;
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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@@ -0,0 +1,68 @@
#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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@@ -1,30 +0,0 @@
project(main)
add_executable(${PROJECT_NAME}
src/main.cpp include/util.h)
target_link_libraries(${PROJECT_NAME}
glad
glm
glfw)
target_include_directories(${PROJECT_NAME}
PRIVATE
include)
set(SHADERS
shaders/main.vert)
add_custom_target(shaders DEPENDS ${SHADERS})
add_custom_command(
TARGET shaders PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_CURRENT_BINARY_DIR}/shaders/
COMMENT "clearing shaders"
)
add_custom_command(
TARGET shaders POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/shaders/ ${CMAKE_CURRENT_BINARY_DIR}/shaders/
COMMENT "copying shaders"
)
add_dependencies(${PROJECT_NAME} shaders)

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@@ -1,113 +0,0 @@
//
// Created by allem on 2/7/2019.
//
#ifndef HOPF_FIBRATION_UTIL_H
#define HOPF_FIBRATION_UTIL_H
#include <glad/glad.h>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
namespace util {
template<typename T>
void bufferData(GLenum target, std::vector<T> data, GLenum usage) {
glBufferData(target, data.size() * sizeof(T), &data.front(), usage);
}
template<typename T>
void bufferData(GLenum target, T &data, GLenum usage) {
glBufferData(target, sizeof(T), &data, usage);
}
std::string readFile(const std::string &path) {
std::ifstream file(path);
if (!file) return std::string();
file.ignore(std::numeric_limits<std::streamsize>::max());
auto size = file.gcount();
if (size > 0x10000) return std::string();
file.clear();
file.seekg(0, std::ios_base::beg);
std::stringstream sstr;
sstr << file.rdbuf();
file.close();
return sstr.str();
}
void shaderFiles(GLuint shader, std::vector<std::string> &paths) {
std::vector<std::string> strs;
std::vector<const char *> c_strs;
for (const auto &path : paths) strs.push_back(readFile(path));
for (const auto &str:strs) c_strs.push_back(str.c_str());
glShaderSource(shader, (GLsizei) c_strs.size(), &c_strs.front(), nullptr);
}
std::string shaderInfoLog(GLuint shader) {
GLint log_len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
char log[log_len];
glGetShaderInfoLog(shader, log_len, nullptr, log);
return std::string(log);
}
std::string programInfoLog(GLuint program) {
GLint log_len;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
char log[log_len];
glGetProgramInfoLog(program, log_len, nullptr, log);
return std::string(log);
}
GLuint buildShader(GLenum kind, const std::string &name, std::vector<std::string> paths) {
GLuint shader = glCreateShader(kind);
shaderFiles(shader, paths);
glCompileShader(shader);
GLint comp;
glGetShaderiv(shader, GL_COMPILE_STATUS, &comp);
if (!comp) {
std::string log = shaderInfoLog(shader);
fprintf(stderr, "SHADER ERROR (%s):\n%s", name.c_str(), log.c_str());
glDeleteShader(shader);
return 0;
}
return shader;
}
GLuint buildProgram(bool separable, const std::string &name, std::vector<GLuint> shaders) {
GLuint program = glCreateProgram();
if (separable)
glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
for (GLuint shader : shaders)
glAttachShader(program, shader);
glLinkProgram(program);
GLint link;
glGetProgramiv(program, GL_LINK_STATUS, &link);
if (!link) {
std::string log = programInfoLog(program);
fprintf(stderr, "PROGRAM ERROR (%s):\n%s", name.c_str(), log.c_str());
glDeleteProgram(program);
return 0;
}
return program;
}
}
#endif //HOPF_FIBRATION_UTIL_H

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@@ -1,12 +0,0 @@
#version 440
layout(binding=1) uniform Unifs {
mat4 uProj;
vec4 uColor;
};
out vec4 color;
void main() {
color = uColor;
}

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@@ -1,12 +0,0 @@
#version 440
layout(binding=1) uniform Unifs {
mat4 uProj;
vec4 uColor;
};
in vec4 iPos;
void main(){
gl_Position = uProj * vec4(iPos.xyz, 1);
}

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@@ -1,361 +0,0 @@
//
// Created by allem on 2/7/2019.
//
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define GLM_FORCE_SWIZZLE
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <cstdlib>
#include <math.h>
#include <string>
#include <vector>
#include "util.h"
#define RES_MAJOR 512
#define RES_MINOR 8
#define Z_RADIUS 10.f
#define PI (float) (M_PI)
struct Unifs {
glm::mat4 proj = glm::identity<glm::mat4>();
glm::vec4 color = glm::vec4(1);
};
struct State {
GLuint vao_wide{};
GLuint vbo_wide{};
GLuint ibo_wide{};
GLuint vao_thin{};
GLuint vbo_thin{};
GLuint ibo_thin{};
GLuint ubo{};
GLuint prog{};
const GLuint UNIF_BINDING_POINT = 1;
std::vector<glm::vec4> verts_wide{};
std::vector<unsigned> inds_wide{};
std::vector<glm::vec4> verts_thin{};
std::vector<unsigned> inds_thin{};
Unifs unifs;
glm::vec4 hopf(float xi, float nu, float eta) {
return glm::vec4( // todo find parameterization given quaternion
cos((nu + xi) / 2) * sin(eta),
sin((nu + xi) / 2) * sin(eta),
cos((nu - xi) / 2) * cos(eta),
sin((nu - xi) / 2) * cos(eta)
);
}
glm::vec3 stereo(float xi, float nu, float eta) {
auto h = hopf(xi, nu, eta);
float xw = 0.8;
float yw = -0.1;
float zw = 2.5;
float xy = 0.0;
float yz = 0.5;
float zx = 0.0;
auto r = glm::mat4(
glm::vec4(cos(xw), 0, 0, sin(xw)),
glm::vec4(0, 1, 0, 0),
glm::vec4(0, 0, 1, 0),
glm::vec4(-sin(xw), 0, 0, cos(xw))
) * glm::mat4(
glm::vec4(1, 0, 0, 0),
glm::vec4(0, cos(yw), 0, sin(yw)),
glm::vec4(0, 0, 1, 0),
glm::vec4(0, -sin(yw), 0, cos(yw))
) * glm::mat4(
glm::vec4(1, 0, 0, 0),
glm::vec4(0, 1, 0, 0),
glm::vec4(0, 0, cos(zw), sin(zw)),
glm::vec4(0, 0, -sin(zw), cos(zw))
) * glm::mat4(
glm::vec4(cos(xy), sin(xy), 0, 0),
glm::vec4(-sin(xy), cos(xy), 0, 0),
glm::vec4(0, 0, 1, 0),
glm::vec4(0, 0, 0, 1)
) * glm::mat4(
glm::vec4(1, 0, 0, 0),
glm::vec4(0, cos(yz), sin(yz), 0),
glm::vec4(0, -sin(yz), cos(yz), 0),
glm::vec4(0, 0, 0, 1)
) * glm::mat4(
glm::vec4(cos(zx), 0, -sin(zx), 0),
glm::vec4(0, 1, 0, 0),
glm::vec4(sin(zx), 0, cos(zx), 0),
glm::vec4(0, 0, 0, 1)
);
auto rot = r;
h = rot * h;
auto s = h.xyz() / (1 - h.w);
s /= 2;
return s;
}
void
add_ring(std::vector<glm::vec4> &dest_verts, std::vector<unsigned> &dest_inds, float xi, float eta, float rad) {
std::vector<glm::vec3> circle;
std::vector<glm::vec3> torus;
std::vector<unsigned> ind;
for (unsigned i = 0; i < RES_MAJOR; ++i) {
auto nu = 4 * PI * i / RES_MAJOR;
auto v = stereo(xi, nu, eta);
circle.push_back(v);
}
auto center = glm::vec3(0);
for (auto v : circle) center += v;
center /= (float) RES_MAJOR;
auto A = stereo(xi, 0 * PI, eta);
auto B = stereo(xi, 1 * PI, eta);
auto normal = glm::normalize(cross(A - center, B - center));
for (unsigned i = 0; i < circle.size(); ++i) {
auto v = circle[i];
auto b1 = normal;
auto b2 = glm::normalize(v - center);
for (int j = 0; j < RES_MINOR; ++j) {
auto theta = 2 * PI * j / RES_MINOR;
auto p = v + (cos(theta) * b1 + sin(theta) * b2) * rad;
ind.push_back(i * RES_MINOR + j);
ind.push_back((i + 1) * RES_MINOR + j);
ind.push_back(i * RES_MINOR + (j + 1) % RES_MINOR);
ind.push_back((i + 1) * RES_MINOR + j);
ind.push_back((i + 1) * RES_MINOR + (j + 1) % RES_MINOR);
ind.push_back(i * RES_MINOR + (j + 1) % RES_MINOR);
torus.push_back(p);
}
}
auto offset = (unsigned) dest_verts.size();
for (auto v : torus)
dest_verts.emplace_back(v, 1);
for (auto i : ind)
dest_inds.push_back(offset + i % (RES_MAJOR * RES_MINOR));
}
void updateUnifs() {
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
util::bufferData(GL_UNIFORM_BUFFER, unifs, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void regen() {
printf("generating\n");
verts_wide.clear();
verts_thin.clear();
inds_wide.clear();
inds_thin.clear();
const float XI_R = 28;
const float ETA_R = 5;
const float ETA_BUF = 0;
for (int i = 0; i < XI_R; ++i) {
float xi = 2 * PI * i / XI_R;
for (int j = 1; j <= ETA_R - 1; ++j) {
float eta = ETA_BUF + (PI / 2 - 2 * ETA_BUF) * j / ETA_R;
add_ring(verts_wide, inds_wide, xi, eta, .015);
add_ring(verts_thin, inds_thin, xi, eta, .004);
}
}
add_ring(verts_wide, inds_wide, .001f, .0f, .015);
add_ring(verts_thin, inds_thin, .001f, .0f, .008);
add_ring(verts_wide, inds_wide, .001f, PI / 2 - .0f, .015);
add_ring(verts_thin, inds_thin, .001f, PI / 2 - .0f, .008);
glBindBuffer(GL_ARRAY_BUFFER, vbo_thin);
util::bufferData(GL_ARRAY_BUFFER, verts_thin, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_thin);
util::bufferData(GL_ELEMENT_ARRAY_BUFFER, inds_thin, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_wide);
util::bufferData(GL_ARRAY_BUFFER, verts_wide, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_wide);
util::bufferData(GL_ELEMENT_ARRAY_BUFFER, inds_wide, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void init(GLFWwindow *window) {
GLuint vs = util::buildShader(GL_VERTEX_SHADER, "vs", {"shaders/main.vert"});
GLuint fs = util::buildShader(GL_FRAGMENT_SHADER, "fs", {"shaders/main.frag"});
prog = util::buildProgram(false, "prog", {vs, fs});
glGenBuffers(1, &vbo_wide);
glGenBuffers(1, &ibo_wide);
glGenBuffers(1, &vbo_thin);
glGenBuffers(1, &ibo_thin);
regen();
GLint pos = glGetAttribLocation(prog, "iPos");
glGenBuffers(1, &ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, UNIF_BINDING_POINT, ubo);
updateUnifs();
glGenVertexArrays(1, &vao_wide);
glBindVertexArray(vao_wide);
if (pos >= 0) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_wide);
glVertexAttribPointer((GLuint) pos, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_wide);
glBindVertexArray(0);
glGenVertexArrays(1, &vao_thin);
glBindVertexArray(vao_thin);
if (pos >= 0) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_thin);
glVertexAttribPointer((GLuint) pos, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_thin);
glBindVertexArray(0);
}
void render(GLFWwindow *window, float dt, int frame) {
int w, h;
glfwGetFramebufferSize(window, &w, &h);
glViewport(0, 0, w, h);
glClearColor(1, 1, 1, 1);
unifs.color = glm::vec4(0, 0, 0, 1);
glClear(GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao_wide);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
updateUnifs();
glUseProgram(prog);
glDrawElements(GL_TRIANGLES, (GLsizei) inds_wide.size(), GL_UNSIGNED_INT, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao_thin);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
updateUnifs();
glUseProgram(prog);
glDrawElements(GL_TRIANGLES, (GLsizei) inds_thin.size(), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
}
void update(GLFWwindow *window, float dt, int frame) {
int w, h;
glfwGetFramebufferSize(window, &w, &h);
float ar = (float) w / (float) h;
unifs.proj = glm::ortho(-ar, ar, -1.f, 1.f, -Z_RADIUS, Z_RADIUS);
}
void deinit(GLFWwindow *window) {
}
};
void run(State *state, const std::string &title) {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
auto window = glfwCreateWindow(3840, 1249, title.c_str(), nullptr, nullptr);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(0);
glfwSetWindowUserPointer(window, state);
state->init(window);
double time = glfwGetTime();
int frame = 0;
while (!glfwWindowShouldClose(window)) {
double time_ = glfwGetTime();
auto dt = (float) (time_ - time);
state->update(window, dt, frame);
state->render(window, dt, frame);
glfwPollEvents();
time = time_;
frame += 1;
}
state->deinit(window);
glfwDestroyWindow(window);
}
int main() {
if (!glfwInit()) {
return EXIT_FAILURE;
}
auto *state = new State();
run(state, "Hopf Fibration");
delete state;
glfwTerminate();
return EXIT_SUCCESS;
}

15
res/shaders/4d.vert.glsl Normal file
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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=4) uniform mat4 view;
layout(location=0) in vec4 pos;
layout(location=0) out vec4 opos;
void main() {
opos = rot * pos;
gl_Position = proj * view * vec4(opos.xyz / (1 - opos.w), 1.0);
}

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@@ -0,0 +1,17 @@
#version 440
layout(location=0) uniform vec4 ucol;
layout(location=0) in vec4 pos;
layout(location=0) out vec4 col;
void main() {
vec3 p = pos.xyz / (1 - pos.w);
if (dot(p, p) > 3) discard;
float d = 1.0 - gl_FragCoord.z;
d = (d - 0.5) / 0.7 + 0.5;
col = ucol;
col.xyz *= d;
}

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@@ -0,0 +1,12 @@
#version 440
layout(location=0) uniform vec4 ucol;
layout(location=0) out vec4 col;
void main() {
float d = 1.0 - gl_FragCoord.z;
d = (d - 0.5) / 0.7 + 0.5;
col = ucol;
col.xyz *= d;
}

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@@ -0,0 +1,13 @@
#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);
}

53
src/gl/buffer.hpp Normal file
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@@ -0,0 +1,53 @@
#pragma once
#include <glad/glad.h>
#include <utility>
template<typename T_>
class Buffer {
public:
using Type = T_;
private:
GLuint id = 0;
public:
Buffer() {
glCreateBuffers(1, &id);
}
Buffer(Buffer&& o) noexcept {
id = std::exchange(o.id, 0);
}
Buffer(const Buffer&) = delete; // this is doable, but would be slow.
operator GLuint() const { // NOLINT(google-explicit-constructor)
return id;
}
template<typename RandomIt>
GLuint upload(RandomIt first, RandomIt last, GLenum mode = GL_STATIC_DRAW) {
size_t count = last - first;
// todo StaticBuffer that uses BufferStorage
glNamedBufferData(id, sizeof(Type) * count, nullptr, mode);
Type* out = (Type*) glMapNamedBuffer(id, GL_WRITE_ONLY);
std::copy(first, last, out);
glUnmapNamedBuffer(id);
return count;
}
template<typename T>
GLuint upload(const T& data, GLenum mode = GL_STATIC_DRAW) {
return upload(data.begin(), data.end(), mode);
}
~Buffer() {
// delete silently ignores 0.
glDeleteBuffers(1, &id);
}
};

80
src/gl/debug.hpp Normal file
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#pragma once
#ifndef NDEBUG
void GLAPIENTRY log_gl_debug_callback(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *message,
const void *userParam
) {
std::string s_source;
switch(type){
case GL_DEBUG_SOURCE_API:
s_source = "API:";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
s_source = "WINDOW:";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
s_source = "SHADER:";
case GL_DEBUG_SOURCE_THIRD_PARTY:
s_source = "3P:";
case GL_DEBUG_SOURCE_APPLICATION:
s_source = "APP:";
default:
s_source = "";
}
std::string s_type;
switch (type) {
case GL_DEBUG_TYPE_ERROR:
s_type = "ERROR:";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
s_type = "DEPRECATED:";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
s_type = "UNDEFINED:";
break;
case GL_DEBUG_TYPE_PORTABILITY:
s_type = "PORTABILITY:";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
s_type = "PERFORMANCE:";
break;
case GL_DEBUG_TYPE_MARKER:
s_type = "MARKER:";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
s_type = "PUSH_GROUP:";
break;
case GL_DEBUG_TYPE_POP_GROUP:
s_type = "POP_GROUP:";
break;
default:
s_type = "";
break;
}
std::string s_severity;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
s_severity = "HIGH:";
break;
case GL_DEBUG_SEVERITY_MEDIUM:
s_severity = "MED:";
break;
case GL_DEBUG_SEVERITY_LOW:
s_severity = "LOW:";
break;
default:
s_severity = "INFO:";
break;
}
std::cerr << "GL:" << s_source << s_type << s_severity << " " << message << std::endl;
}
#endif

79
src/gl/shader.hpp Normal file
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#pragma once
#include <glad/glad.h>
#include <string>
#include <memory>
#include <vector>
template<GLenum mode>
class Shader {
public:
private:
GLuint id = 0;
public:
explicit Shader(const std::string &src) {
id = glCreateShader(mode);
const char *str = src.c_str();
glShaderSource(id, 1, &str, nullptr);
glCompileShader(id);
// todo throw if compile failed
}
explicit Shader(std::ifstream source)
: Shader(std::string(
std::istreambuf_iterator<char>(source),
std::istreambuf_iterator<char>()
)) {}
Shader(const Shader &) = delete;
Shader(Shader &&o) noexcept {
id = std::exchange(o.id, 0);
}
~Shader() {
glDeleteShader(id);
}
operator GLuint() const { // NOLINT(google-explicit-constructor)
return id;
}
};
using VertexShader = Shader<GL_VERTEX_SHADER>;
using FragmentShader = Shader<GL_FRAGMENT_SHADER>;
class Program {
private:
GLuint id = 0;
public:
template<GLenum ...mode>
explicit Program(const Shader<mode> &...shader) {
id = glCreateProgram();
(glAttachShader(id, shader), ...);
glLinkProgram(id);
// todo throw if link failed
}
Program(const Program &) = delete;
Program(Program &&o) noexcept {
id = std::exchange(o.id, 0);
}
~Program() {
glDeleteProgram(id);
}
operator GLuint() const { // NOLINT(google-explicit-constructor)
return id;
}
};

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#pragma once
#include <glad/glad.h>
#include <Eigen/Eigen>
template<typename T_>
struct Buffer;
template<class ...Fmt_>
struct VertexArray;
template<typename ctype, GLenum type, GLint size, GLuint offset = 0, GLboolean norm = GL_FALSE>
struct Format {
using CType = ctype;
static constexpr GLenum Type = type;
static constexpr GLint Size = size;
static constexpr GLuint Offset = offset;
static constexpr GLboolean Norm = norm;
template<typename ctype_, GLint size_>
using As = Format<ctype_, type, size_, offset, norm>;
static inline constexpr void apply(GLuint vao, GLuint idx) {
glEnableVertexArrayAttrib(vao, idx);
glVertexArrayAttribFormat(vao, idx, size, type, norm, offset);
}
};
template<typename ctype, GLenum type, GLint size, GLuint offset = 0>
struct IFormat {
using CType = ctype;
static constexpr GLenum Type = type;
static constexpr GLint Size = size;
static constexpr GLuint Offset = offset;
template<typename ctype_, GLint size_>
using As = IFormat<ctype_, type, size_, offset>;
static inline constexpr void apply(GLuint vao, GLuint idx) {
glEnableVertexArrayAttrib(vao, idx);
glVertexArrayAttribIFormat(vao, idx, size, type, offset);
}
};
template<typename ctype, GLenum type, GLint size, GLuint offset = 0>
struct LFormat {
using CType = ctype;
static constexpr GLenum Type = type;
static constexpr GLint Size = size;
static constexpr GLuint Offset = offset;
template<typename ctype_, GLint size_>
using As = LFormat<ctype_, type, size_, offset>;
static inline constexpr void apply(GLuint vao, GLuint idx) {
glEnableVertexArrayAttrib(vao, idx);
glVertexArrayAttribLFormat(vao, idx, size, type, offset);
}
};
template<typename Fmt_>
struct AutoFormat {
using Fmt = Fmt_;
};
template<>
struct AutoFormat<GLdouble> {
using Fmt = LFormat<GLdouble, GL_DOUBLE, 1>;
};
template<>
struct AutoFormat<GLfloat> {
using Fmt = Format<GLfloat, GL_FLOAT, 1>;
};
template<>
struct AutoFormat<GLint> {
using Fmt = IFormat<GLint, GL_INT, 1>;
};
template<>
struct AutoFormat<GLuint> {
using Fmt = IFormat<GLuint, GL_UNSIGNED_INT, 1>;
};
template<typename Scalar, int Dim>
struct AutoFormat<Eigen::Vector<Scalar, Dim>> {
static_assert((Dim >= 1) && (Dim <= 4), "Dim must be in range 1-4");
using Fmt = typename AutoFormat<Scalar>::Fmt::template As<Eigen::Vector<Scalar, Dim>, Dim>;
};
template<typename Fmt_>
struct Binder {
using CType = typename AutoFormat<Fmt_>::Fmt::CType;
const GLuint buf;
const GLuint offset;
const GLuint stride;
Binder(const Buffer<CType> &buf) // NOLINT(google-explicit-constructor)
: buf((GLuint) buf), offset(0), stride(sizeof(CType)) {}
template<typename CType_>
Binder(const Buffer<CType_> &buf, GLuint offset)
: buf((GLuint) buf), offset(offset), stride(sizeof(CType_)) {}
Binder(const Binder<Fmt_> &o)
: buf(o.buf), offset(o.offset), stride(o.stride) {}
inline void bind(GLuint vao, GLuint idx) const {
glVertexArrayVertexBuffer(vao, idx, buf, offset, stride);
}
};
#define ATTR(buf, field) Binder<decltype(decltype(buf)::Type::field)>(buf, offsetof(decltype(buf)::Type, field))

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#pragma once
#include <glad/glad.h>
#include <utility>
#include "buffer.hpp"
#include "types.hpp"
template<typename ...Fmt_>
class VertexArray {
public:
template<size_t idx>
using Fmt = std::tuple_element_t<idx, std::tuple<Fmt_...>>;
private:
GLuint id = 0;
template<size_t ...idx>
inline void formatall(
std::integer_sequence<size_t, idx...>
) {
(AutoFormat<Fmt_>::Fmt::apply(id, idx), ...);
}
template<size_t ...idx>
inline void bindall(
const Binder<Fmt_> &...buf,
std::integer_sequence<size_t, idx...>
) {
(buf.bind(id, idx), ...);
}
public:
explicit VertexArray() {
glCreateVertexArrays(1, &id);
formatall(std::make_index_sequence<sizeof...(Fmt_)>());
}
explicit VertexArray(const Binder<Fmt_> &...buf)
: VertexArray() {
bind(buf...);
}
VertexArray(VertexArray &&o) noexcept {
id = std::exchange(o.id, 0);
}
VertexArray(const VertexArray &) = delete; // this is doable, but would be slow.
~VertexArray() {
glDeleteVertexArrays(1, &id);
}
operator GLuint() const { // NOLINT(google-explicit-constructor)
return id;
}
void bind(const Binder<Fmt_> &...buf) {
bindall(buf..., std::make_index_sequence<sizeof...(Fmt_)>());
}
template<size_t idx>
void bind(const Binder<Fmt<idx>> &buf) {
buf.bind(id, idx);
}
};

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#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 <cmath>
#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 {
using Transform4 = Eigen::Transform<float, 4, Eigen::Projective>;
using Transform3 = Eigen::Transform<float, 3, Eigen::Projective>;
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};
Transform4 rot = Transform4::Identity();
Transform3 view = Transform3::Identity();
};
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::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
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);
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.linear() = rot * state.rot.linear();
}
if ((io.MouseWheel != 0) && !io.WantCaptureMouse) {
float scale = 1.0f + io.MouseWheel * 0.05f;
state.view.linear() *= scale;
}
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;
}
Eigen::Vector4f hopf_map(float e1, float e2, float n) {
Eigen::Vector4f res;
res <<
cosf((e2 + e1) / 2) * sinf(n),
sinf((e2 + e1) / 2) * sinf(n),
cosf((e2 - e1) / 2) * cosf(n),
sinf((e2 - e1) / 2) * cosf(n);
return res;
}
auto make_hopf(size_t latitudes, size_t longitudes, size_t link_res) {
Eigen::Matrix4Xf points(4, latitudes * longitudes * link_res);
ml::Matrix1Xui lines(1, latitudes * longitudes * link_res);
Eigen::Index idx = 0;
for (int i = 0; i < latitudes; ++i) {
float n = (float) i / (float) (latitudes - 1) * M_PIf32 / 2.0f;
for (int j = 0; j < longitudes; ++j) {
float e1 = (float) j / (float) longitudes * M_PIf32 * 2.0f;
for (int k = 0; k < link_res; ++k) {
float e2 = (float) k / (float) link_res * M_PIf32 * 4.0f;
lines.col(idx) << idx;
points.col(idx) = hopf_map(e1, e2, n).normalized();
idx++;
}
}
}
return ml::Mesh(points, lines);
}
auto make_link(float n, float e1, size_t link_res) {
Eigen::Matrix4Xf points(4, link_res);
ml::Matrix1Xui lines(1, link_res);
Eigen::Index idx = 0;
for (int k = 0; k < link_res; ++k) {
float e2 = (float) k / (float) link_res * M_PIf32 * 4.0f;
lines.col(idx) << idx;
points.col(idx) = hopf_map(e1, e2, n).normalized();
idx++;
}
return ml::Mesh(points, lines);
}
int run(GLFWwindow *window, ImGuiContext *context) {
State state;
state.fg *= 0.5;
Buffer<GLuint> ind_buf;
Buffer<Eigen::Vector4f> vert_buf;
Buffer<Eigen::Vector4f> wire_buf;
VertexArray<Eigen::Vector4f> vao(vert_buf);
glVertexArrayElementBuffer(vao, ind_buf);
VertexArray<Eigen::Vector4f> wire_vao(wire_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 = make_hopf(24, 48, 1024);
// auto mesh = make_hopf(5, 32, 1024);
// auto wire = make_link(0.0f, 0.0f, 256);
auto wire = make_hopf(4, 48, 1024);
wire_buf.upload(wire.points.colwise(), GL_STREAM_DRAW);
auto elements = (GLint) ind_buf.upload(mesh.cells.reshaped());
vert_buf.upload(mesh.points.colwise());
VertexShader vs4d(std::ifstream("res/shaders/4d.vert.glsl"));
FragmentShader fs(std::ifstream("res/shaders/main.frag.glsl"));
FragmentShader fsd(std::ifstream("res/shaders/main-discard.frag.glsl"));
Program pgm(vs4d, fs);
Program pgm_discard(vs4d, fsd);
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);
Eigen::Matrix4f rot = state.rot.linear();
Eigen::Matrix4f view = state.view.matrix();
glUseProgram(pgm);
glBindVertexArray(vao);
glUniform4fv(0, 1, state.fg.data());
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
glUniformMatrix4fv(3, 1, false, rot.data());
glUniformMatrix4fv(4, 1, false, view.data());
glDrawElements(GL_POINTS, elements, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
glUseProgram(0);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(pgm_discard);
glBindVertexArray(wire_vao);
glUniform4fv(0, 1, state.wf.data());
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
glUniformMatrix4fv(3, 1, false, rot.data());
glUniformMatrix4fv(4, 1, false, view.data());
glDrawArrays(GL_POINTS, 0, (GLint) wire.points.cols());
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, "Hopf Fibration", 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;
}

1
vendor/glad vendored

Submodule vendor/glad deleted from 5bf3eda6da

1
vendor/glfw vendored

Submodule vendor/glfw deleted from 72c3908e14

1
vendor/glm vendored

Submodule vendor/glm deleted from 7590260cf8