optimize vertex generation; break edge/face generation
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@@ -1,43 +1,112 @@
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#pragma once
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#include <vector>
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#include <chrono>
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#include <iostream>
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#include "coxeter.hpp"
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#include "mirrors.hpp"
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#include "numeric.hpp"
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glm::vec4 identity(const std::vector<glm::vec4> &normals, const std::vector<float> &coords);
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glm::vec4 identity(const std::vector<glm::vec4> &normals, const std::vector<float> &coords) {
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const std::vector<glm::vec4> corners = plane_intersections(normals);
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const glm::vec4 identity = barycentric(corners, coords);
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return glm::normalize(identity);
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}
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glm::vec4 identity(const Mults &mults, const std::vector<float> &coords);
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glm::vec4 center(const Mults &mults);
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template<int NGENS>
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glm::vec4 identity(const Mults<NGENS> &mults, const std::vector<float> &coords) {
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const std::vector<glm::vec4> normals = mirror(mults);
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return identity(normals, coords);
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}
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std::vector<glm::vec4> vertices(const Table *t_vert, const glm::vec4 ident);
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std::vector<int> edges(const Table *t_vert);
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std::vector<int> faces(const Table *t_vert);
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template<int NGENS>
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glm::vec4 center(const Mults<NGENS> &mults) {
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const std::vector<glm::vec4> normals = mirror(mults);
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const std::vector<glm::vec4> corners = plane_intersections(normals);
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std::vector<float> coords{};
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for (int i = 0; i < corners.size(); ++i) {
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const auto u = (i + 2) % corners.size();
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const auto v = (i + 1) % corners.size();
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const auto &d = corners[u] - corners[v];
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coords.push_back(glm::length(d));
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}
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const glm::vec4 identity = barycentric(corners, coords);
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return glm::normalize(identity);
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}
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struct Buffer {
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const GLuint name;
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const unsigned size;
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const float gen_time;
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GLuint name = 0;
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unsigned size = 0;
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};
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template<int NGENS>
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struct Mesh {
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const Mults mults;
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const Table *t_vert;
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const Mults<NGENS> mults;
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const Table<NGENS> *t_vert;
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Buffer vert;
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Buffer edge;
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Buffer face;
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const std::vector<glm::vec4> normals;
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glm::vec4 *vert_data;
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Mesh(Mults mults, const Table *t_vert, Buffer vert, Buffer edge, Buffer face);
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Buffer vert;
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Buffer edge;
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Buffer face;
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~Mesh();
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explicit Mesh(Mults<NGENS> mults) : mults(mults), normals(mirror(mults)) {
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auto a = std::chrono::high_resolution_clock::now();
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t_vert = mults.isolve({});
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auto b = std::chrono::high_resolution_clock::now();
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std::cout << "time to solve: " << ((std::chrono::duration<double>) (b - a)).count() << std::endl;
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vert.size = t_vert->size();
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vert_data = new glm::vec4[vert.size];
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glGenBuffers(1, &vert.name);
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glGenBuffers(1, &edge.name);
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glGenBuffers(1, &face.name);
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gen_indices();
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}
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explicit Mesh(Mults<NGENS> mults, const glm::vec4 root) {
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this(mults);
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gen_vertices(root);
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}
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void gen_vertices(const glm::vec4 root) {
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vert_data[0] = root;
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for (unsigned from = 0; from < vert.size; ++from) {
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for (unsigned gen = 0; gen < NGENS; ++gen) {
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int to = t_vert->iget((int) from, (int) gen);
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vert_data[to] = reflect(vert_data[from], normals[gen]);
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, vert.name);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * vert.size, vert_data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void gen_indices() {
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std::vector<int> edges;
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std::vector<int> faces;
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glBindBuffer(GL_ARRAY_BUFFER, edge.name);
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// glBufferData(GL_ARRAY_BUFFER, sizeof(int) * edge.size, edge_data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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~Mesh() {
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delete t_vert;
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delete[] vert_data;
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glDeleteBuffers(1, &vert.name);
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glDeleteBuffers(1, &edge.name);
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glDeleteBuffers(1, &face.name);
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}
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};
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Mesh *mesh(const Mults &mults, glm::vec4 ident);
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std::ostream &operator<<(std::ostream &out, Buffer b);
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