Hello World
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1
.gitignore
vendored
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1
.gitignore
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[Bb]in/
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25
CMakeLists.txt
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25
CMakeLists.txt
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#Set the project name
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project(LorenzAttractor)
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#Set the CMake version
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cmake_minimum_required(VERSION 3.0)
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#Use Conan
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include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
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conan_basic_setup()
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#Import all source files
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file(GLOB src_files "src/*.c" "src/*.cpp" )
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#Make a project, link in libraries from conan
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ADD_EXECUTABLE(LorenzAttractor ${src_files})
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TARGET_LINK_LIBRARIES(LorenzAttractor ${CONAN_LIBS})
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#Set the C++ version
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set (CMAKE_CXX_STANDARD 11)
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#Set the project for VS to use.
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT "LorenzAttractor")
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#Perform prebuild
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add_custom_command(TARGET LorenzAttractor PRE_BUILD COMMAND "pre_build_Script.bat")
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30
build-vs2015.bat
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30
build-vs2015.bat
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@echo off
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:start
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if exist src goto changetobin
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if exist .\CMakeLists.txt xcopy /q /i /e /y .\CMakeLists.txt .\bin\CMakeLists.txt
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if exist .\conanfile.txt xcopy /q /i /e /y .\conanfile.txt .\bin\conanfile.txt
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:conan
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conan install --build missing
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goto cmake
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:cmake
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cmake .. -G "Visual Studio 14 2015 Win64"
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goto end
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:changetobin
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cd bin
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goto start
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:end
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if exist bin goto quit
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cd ..
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goto quit
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:quit
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echo.
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echo.
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echo INFO: Conan and CMake ran successfully. Open up your solution file (listed below) to open your project.
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echo.
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dir /b *.sln
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30
build-vs2017.bat
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30
build-vs2017.bat
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@echo off
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:start
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if exist src goto changetobin
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if exist .\CMakeLists.txt xcopy /q /i /e /y .\CMakeLists.txt .\bin\CMakeLists.txt
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if exist .\conanfile.txt xcopy /q /i /e /y .\conanfile.txt .\bin\conanfile.txt
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:conan
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conan install --build missing
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goto cmake
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:cmake
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cmake .. -G "Visual Studio 15 2017 Win64"
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goto end
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:changetobin
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cd bin
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goto start
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:end
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if exist bin goto quit
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cd ..
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goto quit
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:quit
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echo.
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echo.
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echo INFO: Conan and CMake ran successfully. Open up your solution file (listed below) to open your project.
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echo.
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dir /b *.sln
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15
conanfile.txt
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15
conanfile.txt
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[requires]
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SDL2/2.0.5@dotfloat/stable
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glew/2.0.0@coding3d/stable
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glm/0.9.7.6@dlarudgus20/stable
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[options]
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SDL2:shared=True
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glew:shared=False
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[generators]
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cmake
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[imports]
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bin, *.dll -> ./bin # Copies all dll files from packages bin folder to my "bin" folder
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lib, *.dylib* -> ./bin # Copies all dylib files from packages lib folder to my "bin" folder
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179
src/main.cpp
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179
src/main.cpp
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#pragma once
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#include <cstdio>
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#include <cstdlib>
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#include <iostream>
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#include <algorithm>
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#include <fstream>
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#include <ctime>
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#include <vector>
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#include <string>
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#include <sstream>
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#include <iomanip>
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#include <stdexcept>
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#include <map>
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//GLEW
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#include <GL/glew.h>
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#include "windows.h"
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//OGL Maths
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#define GLM_FORCE_RADIANS // use radians
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "SDL.h"
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#undef main
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SDL_Window* win;
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SDL_GLContext context;
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GLenum glew;
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std::vector<glm::vec3> points;
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std::vector<glm::vec4> colors;
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//constants
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const float sigma = 10;
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const float beta = 8.0 / 3.0;
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const float rho = 28;
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const float dt = 0.02;
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bool run = true;
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SDL_DisplayMode DM;
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float x, y, z;
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float r = 0, g = 0, b = 0;
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bool rotate = false;
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int init()
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{
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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printf("%s\n", SDL_GetError());
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system("pause");
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return 1;
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}
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SDL_GetDesktopDisplayMode(0, &DM);
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win = SDL_CreateWindow("Lorenz Attractor", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DM.w/2, DM.h/2, SDL_WINDOW_OPENGL);
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if (win == nullptr)
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{
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printf("%s\n", SDL_GetError());
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system("pause");
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return 1;
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}
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glew = glewInit();
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context = SDL_GL_CreateContext(win);
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points.push_back({ 1.0, 1.0, 1.0 });
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float scalesize = 0.015;
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glScalef(scalesize,scalesize,scalesize);
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//glPointSize(2.5);
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return 0;
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}
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float amount = 0.01;
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glm::vec3 getCol()
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{
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r += amount;
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if (r > 1)
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{
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r = 1;
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g += amount;
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if (g > 1)
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{
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g = 0;
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b += amount;
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if (b > 1)
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{
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r = 0;
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g = 0;
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b = 0;
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}
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}
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}
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return { r, g, b };
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}
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void process()
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{
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SDL_Event evnt;
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if (SDL_PollEvent(&evnt))
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{
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if (evnt.type == SDL_QUIT)
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{
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run = false;
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}
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if (evnt.type == SDL_KEYDOWN)
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{
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if (evnt.key.keysym.sym == SDLK_SPACE)
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{
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if (rotate)
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rotate = false;
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else
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rotate = true;
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}
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}
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}
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}
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void update()
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{
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glm::vec3 point = points.back();
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float dx = (sigma * (point.y - point.x)) * dt;
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float dy = (point.x * (rho - point.z) - point.y) * dt;
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float dz = (point.x * point.y - beta * point.z) * dt;
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x = x + dx;
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y = y + dy;
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z = z + dz;
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glm::vec3 col = getCol();
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points.push_back(glm::vec3(x,y,z));
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colors.push_back(glm::vec4(col, 1));
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printf("x: %f , y: %f, z: %f , r: %f , g: %f , b: %f", x, y, z, col.x, col.y, col.z);
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printf("\n");
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}
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void draw()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, &points[0]);
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glColorPointer(4, GL_FLOAT, 0, &colors[0]);
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glDrawArrays(GL_LINE_LOOP, 0, points.capacity());
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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if(rotate)
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glRotatef(1, 0, 1, 0);
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SDL_GL_SwapWindow(win);
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}
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int main()
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{
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if (init() != 0)
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return 1;
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while (run)
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{
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process();
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update();
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draw();
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}
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SDL_GL_DeleteContext(context);
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SDL_Quit();
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return 0;
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}
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