FUCKING FINALLY

This commit is contained in:
2022-06-05 17:59:20 +02:00
parent 9cf523fb6c
commit 5c5e1a83a6

View File

@@ -11,24 +11,34 @@
float pos[3] = {0.0f, 0.0f, 0.0f};
float rho=28.0;
float sigma=10.0;
float beta=8.0/3.0;
void lorenzStep(float next[3], vec3 prev, float dt) {
const int number_points = 10000;
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 = prev[0];
y = prev[1];
z = prev[2];
x = initial[0];
y = initial[1];
z = initial[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;
for (int i=0; i < number_points; ++i) {
dx = (sigma * (y-x))*dt;
dy = (x * (rho - z) -y)*dt;
dz = (x*y - beta*z)*dt;
x += dx;
y += dy;
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[]) {
GLFWwindow* window = initOpenGL();
@@ -44,54 +54,47 @@ int main(int argc, char *argv[]) {
glBindVertexArray(VAO);
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 );
glEnableVertexAttribArray(0);
// Projection Matrix
// Projection and View Matrix
mat4x4 proj;
mat4x4_identity(proj);
mat4x4_ortho(proj, 0.0, 400.0, 0.0, 400.0, 0.1, 100.0);
mat4x4_ortho(proj, -100.0, 100.0, -100.0, 100.0, -100.0, 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);
//int projLoc = glGetUniformLocation(shader1, "proj");
//glUniformMatrix4fv(projLoc, 1, GL_FALSE, *proj);
int projLoc = glGetUniformLocation(shader1, "proj");
glUniformMatrix4fv(projLoc, 1, GL_FALSE, *proj);
int viewLoc = glGetUniformLocation(shader1, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, *view);
// PointsArray
vec3* lorenzPoints = malloc(3000 * sizeof(vec3));
memset(lorenzPoints, 0, 3000 * 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);
vec3* lorenzPoints = malloc(number_points * sizeof(vec3));
memset(lorenzPoints, 0, number_points * sizeof(vec3));
memcpy(lorenzPoints[i], next, sizeof(vec3));
//printf("%f, %f\n", lorenzPoints[i][0], lorenzPoints[i][1]);
}
vec3* mapped = malloc(3000 * sizeof(vec3));
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]);
vec3 initial = {1.0f,1.0f,0.0f};
float dt = 0.01f;
}
printf("%f \n", mapped[0][0]);
lorenzSolution(lorenzPoints, initial, dt);
buffercpy(VBO, lorenzPoints, sizeof(vec3) * 100);
buffercpy(VBO, lorenzPoints, sizeof(vec3) * number_points);
while(!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glDrawArrays(GL_LINE_STRIP, 0, number_points);
glDrawArrays(GL_LINE_STRIP, 0, 10);
glfwSwapBuffers(window);
glfwPollEvents();
processInput();
@@ -100,7 +103,6 @@ int main(int argc, char *argv[]) {
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
free(lorenzPoints);
free(mapped);
glfwTerminate();
return 0;
}