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https://github.com/allemangD/toddcox-visualize.git
synced 2026-01-24 14:39:21 -05:00
Refactor Slice / SliceRenderer to be less general; get away from "prop" overhead.
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126
vis/src/main.cpp
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126
vis/src/main.cpp
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#include <nanogui/opengl.h>
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#include <nanogui/nanogui.h>
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#include <nanogui/glutil.h>
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#include <iostream>
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#include <string>
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#include <geometry.hpp>
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#include <solver.hpp>
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#include <rendering.hpp>
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#include <mirror.hpp>
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#include <util.hpp>
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#include <tc/groups.hpp>
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mat5 wander(float time) {
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mat5 r = mat5::Identity();
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r *= rot<5>(0, 2, time * .21f);
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// r *= rot<5>(1, 4, time * .27f);
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r *= rot<5>(0, 3, time * .17f);
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r *= rot<5>(1, 3, time * .25f);
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r *= rot<5>(2, 3, time * .12f);
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return r;
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}
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class ExampleApplication : public nanogui::Screen {
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public:
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vec5 root;
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// std::unique_ptr<tc::Group> group;
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std::unique_ptr<SliceRenderer<4>> ren;
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std::unique_ptr<cgl::Buffer<Matrices>> ubo;
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std::unique_ptr<Slice<4>> slice;
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float glfw_time = 0;
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float last_frame = 0;
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float frame_time = 0;
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float time = 0;
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bool paused = false;
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ExampleApplication() : nanogui::Screen(
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Eigen::Vector2i(1920, 1080),
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"Coset Visualization",
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true, false,
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8, 8, 24, 8,
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4,
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4, 5) {
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using namespace nanogui;
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Window *window = new Window(this, "Sample Window");
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window->setPosition(Vector2i(15, 15));
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window->setFixedWidth(250);
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window->setLayout(new BoxLayout(Orientation::Vertical));
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auto pause = new ToolButton(window, ENTYPO_ICON_CONTROLLER_PAUS);
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pause->setFlags(Button::ToggleButton);
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pause->setChangeCallback([&](bool value) { this->paused = value; });
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performLayout();
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std::cout << utilInfo();
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std::vector<int> symbol = {3, 4, 3, 2};
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root << .80, .02, .02, .02, .02;
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auto group = tc::schlafli(symbol);
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auto gens = generators(group);
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auto combos = Combos<int>(gens, 3);
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std::vector<std::vector<int>> exclude = {{0, 1, 2}};
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slice = std::make_unique<Slice<4>>(group, combos, exclude);
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ren = std::make_unique<SliceRenderer<4>>();
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ubo = std::make_unique<cgl::Buffer<Matrices>>();
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}
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void drawContents() override {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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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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glfw_time = (float) glfwGetTime();
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frame_time = glfw_time - last_frame;
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last_frame = glfw_time;
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if (!paused) time += frame_time;
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auto rotation = wander(time);
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slice->setPoints(root, rotation);
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Matrices mats = Matrices::build(*this);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, *ubo);
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ubo->put(mats);
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ren->draw(*slice);
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}
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};
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int main(int argc, char ** argv) {
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try {
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nanogui::init();
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/* scoped variables */ {
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nanogui::ref<ExampleApplication> app = new ExampleApplication();
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app->drawAll();
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app->setVisible(true);
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nanogui::mainloop(1);
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}
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nanogui::shutdown();
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} catch (const std::runtime_error &e) {
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std::string error_msg = std::string("Caught a fatal error: ") + std::string(e.what());
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std::cerr << error_msg << std::endl;
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return -1;
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}
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return 0;
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}
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