GDB Adventures

This commit is contained in:
2022-04-15 18:38:37 +02:00
parent 3a32234aee
commit 31820dd7cd

View File

@@ -13,7 +13,20 @@ float pos[3] = {0.0f, 0.0f, 0.0f};
float rho=28.0; float rho=28.0;
float sigma=10.0; float sigma=10.0;
float beta=8.0/3.0; float beta=8.0/3.0;
void lorenzStep(float next[3], vec3 prev, float dt) {
float x, y, z, dx, dy, dz;
x = prev[0];
y = prev[1];
z = prev[2];
dx = (sigma * (y-x))*dt;
dy = (x * (rho - z) -y)*dt;
dz = (x*y - beta*z)*dt;
next[0] = prev[0] + dx;
next[1] = prev[1] + dy;
next[2] = prev[2] + dz;
}
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
@@ -21,14 +34,9 @@ int main(int argc, char *argv[]) {
window = initOpenGL(); window = initOpenGL();
glfwSetKeyCallback(window, &key_pressed); glfwSetKeyCallback(window, &key_pressed);
// CreateShader // CreateShader
char* vertex = "assets/shaders/vertex.glsl\0";
char* fragment = "assets/shaders/fragment.glsl\0";
unsigned int shader1; unsigned int shader1;
shader1 = createShader(vertex, fragment); shader1 = createShader("assets/shaders/vertex.glsl\0", "assets/shaders/fragment.glsl\0");
int projectionLoc = glGetUniformLocation(shader1, "proj");
// Initialise VBO and VAO // Initialise VBO and VAO
unsigned int VAO, VBO; unsigned int VAO, VBO;
@@ -37,50 +45,42 @@ int main(int argc, char *argv[]) {
glBindVertexArray(VAO); glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec3), NULL, GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, 3000* 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);
vec3 vertices[3000]; // Projection Matrix
int i=0;
float dx, dy, dz, dt=0.001;
vertices[0][0]=0.01;
vertices[0][1]=0.01;
vertices[0][2]=0.01;
mat4x4 proj; mat4x4 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);
int projectionLoc = glGetUniformLocation(shader1, "proj");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj);
vec3* lorenzPoints = malloc(3000 * sizeof(vec3));
memset(lorenzPoints, 0, 3000 * sizeof(vec3));
vec3 initial = {0.1f, 0.1f, 0.1f};
memcpy(lorenzPoints, initial, sizeof(vec3));
int i=1;
while(!glfwWindowShouldClose(window)) { while(!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1); glUseProgram(shader1);
//glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj); float increment = 0.1* (float)i;
float next[3] = {increment, increment, increment};
//lorenzStep(next, lorenzPoints[i], 0.01f);
memcpy(lorenzPoints[i++], next, sizeof(vec3));
if(i<3000) {
float x, y, z;
x = vertices[i][0];
y = vertices[i][1];
z = vertices[i][2];
printf("%i %f %f %f\n", i, x, y, z); float* buff = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buff, lorenzPoints, i * sizeof(vec3));
dx = (sigma * (y-x))*dt; glUnmapBuffer(GL_ARRAY_BUFFER);
dy = (x * (rho - z) -y)*dt;
dz = (x*y - beta*z)*dt;
i++;
vertices[i][0] = x+dx;
vertices[i][1] = y+dy;
vertices[i][2] = z+dz;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vec3), vertices[i]);
}
glDrawArrays(GL_POINTS, 0, 1);
glDrawArrays(GL_LINE_STRIP, 0, i);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
processInput(); processInput();