draw arbitrary points in 4d via stereographic projection
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@@ -115,6 +115,9 @@ class CosetsWindow : public Window {
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GLint program;
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GLuint tri;
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GLuint verts;
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static const unsigned VERTS_N = 8;
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public:
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void init() override {
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auto vs = build_shader(GL_VERTEX_SHADER, "vertex",
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@@ -122,22 +125,59 @@ public:
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""
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"uniform mat4 proj;"
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""
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"in vec4 pos;"
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"out vec4 v;"
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""
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"void main(){"
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" float x = gl_VertexID % 2;"
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" float y = gl_VertexID / 2;"
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" gl_Position = proj * vec4(x, y, 0, 1);"
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" v = pos;"
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""
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" /* stereographic projection */"
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" vec4 vert = vec4(pos.xyz / (1 - pos.w), 1);"
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" gl_Position = proj * vert;"
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"}");
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auto fs = build_shader(GL_FRAGMENT_SHADER, "fragment",
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"#version 400\n"
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""
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"in vec4 v;"
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""
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"vec3 hsv2rgb(vec3 c)\n"
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"{\n"
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" vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"
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" vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
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" return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
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"}"
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""
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"void main(){"
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" gl_FragColor = vec4(0, 1, 1, 0);"
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" gl_FragColor = vec4(hsv2rgb(vec3(v.w, 1, 1)), 0);"
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"}"
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);
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program = build_program("main", vs, fs);
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float verts_data[4 * VERTS_N]{
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+.5f, +.5f, 0.f, 0.f,
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+.5f, -.5f, 0.f, 0.f,
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-.5f, -.5f, 0.f, -.1f,
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-.5f, +.5f, 0.f, -.1f,
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+.5f, +.5f, 0.f, .1f,
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+.5f, -.5f, 0.f, .1f,
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-.5f, -.5f, 0.2f, .0f,
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-.5f, +.5f, 0.2f, .0f,
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};
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glGenBuffers(1, &verts);
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glBindBuffer(GL_ARRAY_BUFFER, verts);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * VERTS_N, verts_data, GL_STATIC_DRAW);
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glGenVertexArrays(1, &tri);
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glBindVertexArray(tri);
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glBindBuffer(GL_ARRAY_BUFFER, verts);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void render() override {
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@@ -164,7 +204,7 @@ public:
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glPointSize(10.f);
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glBindVertexArray(tri);
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glDrawArrays(GL_POINTS, 0, 3);
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glDrawArrays(GL_POINTS, 0, VERTS_N);
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swapbuffers();
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}
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