mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2026-01-23 22:29:22 -05:00
285 lines
7.4 KiB
C++
285 lines
7.4 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <iostream>
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#include <imgui.h>
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#include <backends/imgui_impl_glfw.h>
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#include <backends/imgui_impl_opengl3.h>
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#include <tc/groups.hpp>
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#include "util.hpp"
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#include "mirror.hpp"
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#include "comps.hpp"
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#include "fmt/core.h"
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#include <shaders.hpp>
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#ifndef NDEBUG
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#include <cgl/debug.hpp>
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#endif
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#ifdef _WIN32
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extern "C" {
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__attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x00000001;
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}
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#endif
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#ifndef M_PI_2f32
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#define M_PI_2f32 3.14159265358979323846f
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#endif
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struct Matrices {
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Eigen::Matrix4f proj;
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Eigen::Matrix4f view;
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Matrices(const Eigen::Matrix4f &proj, const Eigen::Matrix4f &view)
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: proj(proj), view(view) {
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}
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};
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struct State {
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int dimension;
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float time = 0;
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Eigen::Matrix4f view = Eigen::Matrix4f::Identity();
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entt::registry registry;
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};
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Matrices build(GLFWwindow* window, State &state, ImGuiContext* ctx) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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auto aspect = (float) width / (float) height;
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auto pheight = 1.4f;
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auto pwidth = aspect * pheight;
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Eigen::Matrix4f proj = orthographic(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
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auto &io = ImGui::GetIO();
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if (io.MouseDown[0] && !io.WantCaptureMouse) {
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Eigen::Vector4f src{0, 0, 1, 0};
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Eigen::Vector4f dst{io.MouseDelta.x, -io.MouseDelta.y, 300, 0};
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dst.normalize();
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auto rotate = rotor(src, dst);
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state.view = rotate * state.view;
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}
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return Matrices(proj, state.view);
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}
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void show_overlay(State &state) {
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static std::string gl_vendor = (const char*) glGetString(GL_VENDOR);
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static std::string gl_renderer = (const char*) glGetString(GL_RENDERER);
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static std::string gl_version = (const char*) glGetString(GL_VERSION);
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static std::string glsl_version = (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
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ImGuiWindowFlags window_flags =
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ImGuiWindowFlags_AlwaysAutoResize |
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoFocusOnAppearing |
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ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_NoBringToFrontOnFocus |
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ImGuiWindowFlags_NoMove;
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ImGuiStyle &style = ImGui::GetStyle();
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const auto PAD = style.DisplaySafeAreaPadding;
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auto window_pos = PAD;
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
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ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
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ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
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ImGui::Begin("Graphics Information", nullptr, window_flags);
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ImGui::Text("GL Vendor | %s", gl_vendor.c_str());
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ImGui::Text("GL Renderer | %s", gl_renderer.c_str());
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ImGui::Text("GL Version | %s", gl_version.c_str());
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ImGui::Text("GLSL Version | %s", glsl_version.c_str());
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auto v2 = ImGui::GetWindowSize();
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window_pos.y += v2.y + PAD.y;
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ImGui::End();
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}
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void set_style() {
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ImGui::StyleColorsDark();
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ImGuiStyle &style = ImGui::GetStyle();
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style.WindowRounding = 4;
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style.FrameRounding = 2;
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style.DisplaySafeAreaPadding.x = 10;
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style.DisplaySafeAreaPadding.y = 10;
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}
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int run(GLFWwindow* window, ImGuiContext* ctx) {
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if (glfwRawMouseMotionSupported()) {
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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}
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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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vis::SliceRenderer renderer;
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State state{};
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glfwSetWindowUserPointer(window, &state);
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auto ®istry = state.registry;
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state.dimension = 4;
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auto entity = registry.create();
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registry.emplace<vis::Group>(
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entity,
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tc::schlafli({5, 3, 3, 2}),
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vec5{0.80, 0.09, 0.09, 0.09, 0.09},
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vec3{0.90, 0.90, 0.90},
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std::vector<std::vector<size_t>>{
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{0, 1, 2},
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{0, 3, 4},
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{1, 3, 4},
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{2, 3, 4},
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}
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);
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registry.emplace<vis::VBOs>(entity);
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vis::upload_groups(registry);
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auto ubo = cgl::Buffer<Matrices>();
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, ubo);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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auto io = ImGui::GetIO();
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if (io.KeysDown[GLFW_KEY_ESCAPE]) {
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glfwSetWindowShouldClose(window, true);
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continue;
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}
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ImGui::NewFrame();
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show_overlay(state);
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ImGui::Render();
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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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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ubo.put(build(window, state, ctx));
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{
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auto &tform = registry.get<vis::VBOs>(entity).tform;
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if (!io.KeysDown[GLFW_KEY_SPACE]) {
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float speed = 1.0 / 8.0;
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if (io.KeysDown[GLFW_KEY_LEFT_SHIFT] | io.KeysDown[GLFW_KEY_RIGHT_SHIFT]) {
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speed /= 4;
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}
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state.time += io.DeltaTime * speed;
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}
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tform.linear().setIdentity();
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if (state.dimension > 1) {
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tform.linear() *= rot<4>(0, 1, state.time * .40f);
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}
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if (state.dimension > 2) {
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tform.linear() *= rot<4>(0, 2, state.time * .20f);
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tform.linear() *= rot<4>(1, 2, state.time * .50f);
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}
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if (state.dimension > 3) {
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tform.linear() *= rot<4>(0, 3, state.time * 1.30f);
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tform.linear() *= rot<4>(1, 3, state.time * .25f);
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tform.linear() *= rot<4>(2, 3, state.time * 1.42f);
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}
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tform.translation().w() = std::sin(state.time * 1.4) * 1.0;
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}
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vis::upload_ubo(registry);
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renderer(registry);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapInterval(2);
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glfwSwapBuffers(window);
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}
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return EXIT_SUCCESS;
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}
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int main(int argc, char* argv[]) {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return EXIT_FAILURE;
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}
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glfwWindowHint(GLFW_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_VERSION_MAJOR, 5);
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// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, 8);
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// glfwWindowHint(GLFW_DECORATED, false);
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// glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
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auto window = glfwCreateWindow(
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1920, 1080,
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"Coset Visualization",
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nullptr, nullptr);
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if (!window) {
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std::cerr << "Failed to create window" << std::endl;
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(log_gl_debug_callback, nullptr);
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#endif
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IMGUI_CHECKVERSION();
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auto* context = ImGui::CreateContext();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 130");
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set_style();
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int exit_code = EXIT_SUCCESS;
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try {
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exit_code = run(window, context);
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} catch (const std::exception &e) {
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std::cerr << e.what() << std::endl;
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exit_code = EXIT_FAILURE;
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return exit_code;
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}
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