Let's just call it debugging even tho it has notihing to do with it
This commit is contained in:
56
src/lorenz.c
56
src/lorenz.c
@@ -2,6 +2,7 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <math.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <linmath.h>
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#include <linmath.h>
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#include "Renderer.h"
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#include "Renderer.h"
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@@ -33,20 +34,33 @@ int main(int argc, char *argv[]) {
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unsigned int VAO, VBO;
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unsigned int VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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//unsigned int EBO;
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//glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vec3), NULL, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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vec3 vertices[3000];
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vec3 vertices[3000];
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int i=0;
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int i=0;
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float dx, dy, dz;
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float dx, dy, dz, dt=0.001;
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float dt=0.01;
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vertices[0][0]=0.01;
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vertices[0][0]=1.0;
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vertices[0][1]=0.01;
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vertices[0][1]=1.0;
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vertices[0][2]=0.01;
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vertices[0][2]=1.0;
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for(i=0; i<3000; NULL) {
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mat4x4 proj;
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mat4x4_ortho(proj, 0.0, 400.0, 0.0, 400.0, 0.1, 100.0);
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shader1);
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//glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj);
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if(i<3000) {
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float x, y, z;
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float x, y, z;
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x = vertices[i][0];
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x = vertices[i][0];
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y = vertices[i][1];
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y = vertices[i][1];
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@@ -63,29 +77,9 @@ int main(int argc, char *argv[]) {
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vertices[i][1] = y+dy;
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vertices[i][1] = y+dy;
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vertices[i][2] = z+dz;
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vertices[i][2] = z+dz;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vec3), vertices[i]);
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}
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}
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glDrawArrays(GL_POINTS, 0, 1);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, 3000 * sizeof(vec3), vertices, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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mat4x4 proj;
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mat4x4_identity(proj);
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mat4x4_ortho(proj, 0.0, 500.0, 0.0, 500.0, 0.1, 100.0);
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shader1);
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj);
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glBindBuffer(GL_ARRAY_BUFFER, VAO);
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glDrawArrays(GL_POINTS, 0, i);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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