FUCKING FINALLY
This commit is contained in:
86
src/lorenz.c
86
src/lorenz.c
@@ -11,23 +11,33 @@
|
|||||||
|
|
||||||
float pos[3] = {0.0f, 0.0f, 0.0f};
|
float pos[3] = {0.0f, 0.0f, 0.0f};
|
||||||
|
|
||||||
float rho=28.0;
|
const int number_points = 10000;
|
||||||
float sigma=10.0;
|
|
||||||
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];
|
|
||||||
|
|
||||||
|
float rho=28.0f;
|
||||||
|
float sigma=10.0f;
|
||||||
|
float beta=8.0f/3.0f;
|
||||||
|
|
||||||
|
void lorenzSolution(vec3* solution, vec3 initial, float dt) {
|
||||||
|
float x, y, z, dx, dy, dz;
|
||||||
|
x = initial[0];
|
||||||
|
y = initial[1];
|
||||||
|
z = initial[2];
|
||||||
|
|
||||||
|
for (int i=0; i < number_points; ++i) {
|
||||||
dx = (sigma * (y-x))*dt;
|
dx = (sigma * (y-x))*dt;
|
||||||
dy = (x * (rho - z) -y)*dt;
|
dy = (x * (rho - z) -y)*dt;
|
||||||
dz = (x*y - beta*z)*dt;
|
dz = (x*y - beta*z)*dt;
|
||||||
|
|
||||||
next[0] = prev[0] + dx;
|
x += dx;
|
||||||
next[1] = prev[1] + dy;
|
y += dy;
|
||||||
next[2] = prev[2] + dz;
|
z += dz;
|
||||||
|
|
||||||
|
vec3 p = {x, y, z};
|
||||||
|
printf("%f %f %f\n", p[0], p[1], p[2]);
|
||||||
|
memcpy(solution[i], p, sizeof(vec3));
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
int main(int argc, char *argv[]) {
|
int main(int argc, char *argv[]) {
|
||||||
|
|
||||||
@@ -44,54 +54,47 @@ int main(int argc, char *argv[]) {
|
|||||||
|
|
||||||
glBindVertexArray(VAO);
|
glBindVertexArray(VAO);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, 100* sizeof(vec3), NULL, GL_STREAM_DRAW);
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, number_points * sizeof(vec3), NULL, GL_DYNAMIC_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);
|
||||||
|
|
||||||
// Projection Matrix
|
// Projection and View Matrix
|
||||||
mat4x4 proj;
|
mat4x4 proj;
|
||||||
mat4x4_identity(proj);
|
mat4x4_ortho(proj, -100.0, 100.0, -100.0, 100.0, -100.0, 100.0);
|
||||||
mat4x4_ortho(proj, 0.0, 400.0, 0.0, 400.0, 0.1, 100.0);
|
mat4x4 view;
|
||||||
|
vec3 camera_position = {0.0f, 0.0f, 0.3f};
|
||||||
|
vec3 look_at = {0.0f,0.0f,0.0f};
|
||||||
|
vec3 up = {0.0f, 1.0f, 0.0f};
|
||||||
|
mat4x4_look_at(view, camera_position, look_at, up);
|
||||||
|
|
||||||
glUseProgram(shader1);
|
glUseProgram(shader1);
|
||||||
//int projLoc = glGetUniformLocation(shader1, "proj");
|
int projLoc = glGetUniformLocation(shader1, "proj");
|
||||||
//glUniformMatrix4fv(projLoc, 1, GL_FALSE, *proj);
|
glUniformMatrix4fv(projLoc, 1, GL_FALSE, *proj);
|
||||||
|
int viewLoc = glGetUniformLocation(shader1, "view");
|
||||||
|
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, *view);
|
||||||
|
|
||||||
// PointsArray
|
// PointsArray
|
||||||
vec3* lorenzPoints = malloc(3000 * sizeof(vec3));
|
vec3* lorenzPoints = malloc(number_points * sizeof(vec3));
|
||||||
memset(lorenzPoints, 0, 3000 * sizeof(vec3));
|
memset(lorenzPoints, 0, number_points * sizeof(vec3));
|
||||||
vec3 initial[] = {{0.1f, 0.1f, 0.1f},{
|
|
||||||
0.2f, 0.7f, 0.7f }};
|
|
||||||
memcpy(lorenzPoints, initial, 2 * sizeof(vec3));
|
|
||||||
int i = 2;
|
|
||||||
for (i=2; i<10; i++){
|
|
||||||
vec3 next;
|
|
||||||
lorenzStep(next, lorenzPoints[i-1], 0.01);
|
|
||||||
|
|
||||||
memcpy(lorenzPoints[i], next, sizeof(vec3));
|
vec3 initial = {1.0f,1.0f,0.0f};
|
||||||
//printf("%f, %f\n", lorenzPoints[i][0], lorenzPoints[i][1]);
|
float dt = 0.01f;
|
||||||
}
|
|
||||||
|
|
||||||
vec3* mapped = malloc(3000 * sizeof(vec3));
|
lorenzSolution(lorenzPoints, initial, dt);
|
||||||
memset(mapped, 0, 3000 * sizeof(vec3));
|
|
||||||
for(int j=0; j>=i; j++){
|
|
||||||
mapped[j][0] = remap( -20.0f, 20.0f, -1.0f, 1.0f, lorenzPoints[j][0]);
|
|
||||||
mapped[j][1] = remap( -20.0f, 20.0f, -1.0f, 1.0f, lorenzPoints[j][1]);
|
|
||||||
mapped[j][2] = remap( -20.0f, 20.0f, -1.0f, 1.0f, lorenzPoints[j][2]);
|
|
||||||
|
|
||||||
}
|
buffercpy(VBO, lorenzPoints, sizeof(vec3) * number_points);
|
||||||
printf("%f \n", mapped[0][0]);
|
|
||||||
|
|
||||||
buffercpy(VBO, lorenzPoints, sizeof(vec3) * 100);
|
|
||||||
|
|
||||||
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);
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
|
||||||
|
glDrawArrays(GL_LINE_STRIP, 0, number_points);
|
||||||
|
|
||||||
|
|
||||||
glDrawArrays(GL_LINE_STRIP, 0, 10);
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
processInput();
|
processInput();
|
||||||
@@ -100,7 +103,6 @@ int main(int argc, char *argv[]) {
|
|||||||
glDeleteVertexArrays(1, &VAO);
|
glDeleteVertexArrays(1, &VAO);
|
||||||
glDeleteBuffers(1, &VBO);
|
glDeleteBuffers(1, &VBO);
|
||||||
free(lorenzPoints);
|
free(lorenzPoints);
|
||||||
free(mapped);
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user