having fun messin round

This commit is contained in:
2022-04-18 12:25:26 +02:00
parent 570ad74885
commit 0e19ef3610

View File

@@ -29,7 +29,6 @@ void lorenzStep(float next[3], vec3 prev, float dt) {
} }
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
GLFWwindow* window = initOpenGL(); GLFWwindow* window = initOpenGL();
glfwSetKeyCallback(window, &key_pressed); glfwSetKeyCallback(window, &key_pressed);
@@ -43,7 +42,7 @@ int main(int argc, char *argv[]) {
glBindVertexArray(VAO); glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, 3000* sizeof(vec3), NULL, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, 10* sizeof(vec3), NULL, GL_STREAM_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 ); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
@@ -52,18 +51,27 @@ int main(int argc, char *argv[]) {
mat4x4_identity(proj); mat4x4_identity(proj);
mat4x4_ortho(proj, 0.0, 400.0, 0.0, 400.0, 0.1, 100.0); mat4x4_ortho(proj, 0.0, 400.0, 0.0, 400.0, 0.1, 100.0);
// Uniform Projection Matrix
glUseProgram(shader1); glUseProgram(shader1);
int projectionLoc = glGetUniformLocation(shader1, "proj"); int projLoc = glGetUniformLocation(shader1, "proj");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj); //glUniformMatrix4fv(projLoc, 1, GL_FALSE, *proj);
// PointsArray
vec3* lorenzPoints = malloc(3000 * sizeof(vec3)); vec3* lorenzPoints = malloc(3000 * sizeof(vec3));
memset(lorenzPoints, 0, 3000 * sizeof(vec3)); memset(lorenzPoints, 0, 3000 * sizeof(vec3));
vec3 initial = {0.1f, 0.1f, 0.1f}; vec3 initial = {0.1f, 0.1f, 0.1f};
memcpy(lorenzPoints, initial, sizeof(vec3)); memcpy(lorenzPoints, initial, sizeof(vec3));
vec3 sec = {1.0f, 1.0f, 1.0f}; vec3 sec = {0.2f, 0.2f, 0.2f};
memcpy(lorenzPoints, sec, sizeof(vec3)); memcpy(lorenzPoints[1] , sec, sizeof(vec3));
for (int i=2; i<10; i++){
float inc = 0.1 * (float)i;
vec3 next = {inc, inc, inc};
memcpy(lorenzPoints[i], next, sizeof(vec3));
}
float* buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
memcpy(buffer, lorenzPoints, 10 * sizeof(vec3));
glUnmapBuffer(GL_ARRAY_BUFFER);
int i=1; int i=1;
while(!glfwWindowShouldClose(window)) { while(!glfwWindowShouldClose(window)) {
@@ -71,19 +79,12 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1); glUseProgram(shader1);
if(i<3000){ i++;
float increment = 0.1* (float)i; if(i>10)
float next[3] = {increment, increment, increment}; i=1;
//lorenzStep(next, lorenzPoints[i], 0.01f);
memcpy(lorenzPoints[i++], next, sizeof(vec3));
float* buff = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buff, lorenzPoints, i * sizeof(vec3));
glUnmapBuffer(GL_ARRAY_BUFFER);
}
glDrawArrays(GL_POINTS, 10, 2);
glDrawArrays(GL_LINE_STRIP, 0, i);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
processInput(); processInput();