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@@ -19,7 +19,4 @@ TARGET_LINK_LIBRARIES(LorenzAttractor ${CONAN_LIBS})
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set (CMAKE_CXX_STANDARD 11)
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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 the project for VS to use.
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT "LorenzAttractor")
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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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125
src/main.cpp
125
src/main.cpp
@@ -1,5 +1,4 @@
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#pragma once
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#pragma once
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#include <cstdio>
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#include <cstdio>
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#include <cstdlib>
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#include <cstdlib>
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#include <iostream>
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#include <iostream>
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@@ -12,48 +11,50 @@
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#include <iomanip>
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#include <iomanip>
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#include <stdexcept>
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#include <stdexcept>
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#include <map>
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#include <map>
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//GLEW
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include "windows.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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#define GLM_FORCE_RADIANS // use radians
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#include <glm/glm.hpp>
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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/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "SDL.h"
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#include "SDL.h"
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#undef main
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#undef main
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//variables used to store window/gl states
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SDL_Window* win;
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SDL_Window* win;
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SDL_GLContext context;
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SDL_GLContext context;
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GLenum glew;
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GLenum glew;
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SDL_DisplayMode DM;
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//simulation states
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bool run = true;
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bool rotate = false;
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//variables used to handle color and location positions
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float x, y, z;
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float r = 0, g = 0, b = 0;
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//dynamic sized arrays used to store point location and color data
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std::vector<glm::vec3> points;
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std::vector<glm::vec3> points;
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std::vector<glm::vec4> colors;
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std::vector<glm::vec4> colors;
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//constants
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//constants used in algorithm later
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const float sigma = 10;
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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 beta = 8.0 / 3.0;
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const float rho = 28;
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const float rho = 28;
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const float dt = 0.02;
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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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int init()
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{
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{
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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//load video and events
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_EVENTS) != 0)
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{
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{
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//if errored print error and wait for user input
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printf("%s\n", SDL_GetError());
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printf("%s\n", SDL_GetError());
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system("pause");
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system("pause");
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return 1;
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return 1;
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}
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}
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//get display information
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SDL_GetDesktopDisplayMode(0, &DM);
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SDL_GetDesktopDisplayMode(0, &DM);
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//create window, if didn't load successfully, print error and wait for user input
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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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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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if (win == nullptr)
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{
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{
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@@ -62,27 +63,32 @@ int init()
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return 1;
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return 1;
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}
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}
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//initialize glew
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glew = glewInit();
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glew = glewInit();
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//create OpenGL context
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context = SDL_GL_CreateContext(win);
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context = SDL_GL_CreateContext(win);
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//add starter point
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points.push_back({ 1.0, 1.0, 1.0 });
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points.push_back({ 1.0, 1.0, 1.0 });
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//scale size for viewport
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float scalesize = 0.015;
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float scalesize = 0.015;
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//scale by scalesize
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glScalef(scalesize,scalesize,scalesize);
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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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return 0;
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}
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}
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//amount to increase color value by
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float amount = 0.01;
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float amount = 0.01;
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glm::vec3 getCol()
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glm::vec3 getCol()
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{
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{
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r += amount;
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r += amount; //increment by amount
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if (r > 1)
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if (r > 1) //if r is more than 1
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{
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{
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r = 1;
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r = 1; //hold r at 1
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g += amount;
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g += amount;
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if (g > 1)
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if (g > 1)
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{
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{
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@@ -90,29 +96,30 @@ glm::vec3 getCol()
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b += amount;
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b += amount;
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if (b > 1)
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if (b > 1)
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{
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{
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//if all are 1, reset
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r = 0;
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r = 0;
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g = 0;
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g = 0;
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b = 0;
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b = 0;
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}
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}
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}
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}
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}
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}
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return { r, g, b };
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return { r, g, b }; //return data
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}
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}
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void process()
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void process()
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{
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{
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SDL_Event evnt;
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SDL_Event evnt; //gets event
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if (SDL_PollEvent(&evnt))
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if (SDL_PollEvent(&evnt)) //gets event information
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{
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{
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if (evnt.type == SDL_QUIT)
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if (evnt.type == SDL_QUIT) //if quit event
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{
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{
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run = false;
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run = false; //close app
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}
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}
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if (evnt.type == SDL_KEYDOWN)
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if (evnt.type == SDL_KEYDOWN) //if key pressed
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{
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{
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if (evnt.key.keysym.sym == SDLK_SPACE)
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if (evnt.key.keysym.sym == SDLK_SPACE) //if space key pressed
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{
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{
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if (rotate)
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if (rotate) //toggle rotate boolean
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rotate = false;
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rotate = false;
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else
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else
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rotate = true;
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rotate = true;
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@@ -123,57 +130,57 @@ void process()
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void update()
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void update()
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{
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{
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glm::vec3 point = points.back();
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glm::vec3 point = points.back(); //gets last item in point array
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float dx = (sigma * (point.y - point.x)) * dt;
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float dx = (sigma * (point.y - point.x)) * dt; //calculate delta x
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float dy = (point.x * (rho - point.z) - point.y) * dt;
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float dy = (point.x * (rho - point.z) - point.y) * dt; //calculates delta y
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float dz = (point.x * point.y - beta * point.z) * dt;
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float dz = (point.x * point.y - beta * point.z) * dt; //calculates delta z
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x = x + dx;
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x = x + dx; //increment global x by x + delta x
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y = y + dy;
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y = y + dy; //increment global y by y + delta y
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z = z + dz;
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z = z + dz; //increment global z by z + delta z
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glm::vec3 col = getCol();
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glm::vec3 col = getCol(); //get the next color value
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points.push_back(glm::vec3(x,y,z));
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points.push_back(glm::vec3(x,y,z)); //push new point to dynamic array
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colors.push_back(glm::vec4(col, 1));
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colors.push_back(glm::vec4(col, 1)); //push new color value to dynamic array
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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("x: %f , y: %f, z: %f , r: %f , g: %f , b: %f", x, y, z, col.x, col.y, col.z); //print data ~~debug information~~
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printf("\n");
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printf("\n"); //new line
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}
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}
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void draw()
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void draw()
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{
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear background
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY); //enable vertex array
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY); //enable color array
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glVertexPointer(3, GL_FLOAT, 0, &points[0]);
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glVertexPointer(3, GL_FLOAT, 0, &points[0]); //feed vertex array data
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glColorPointer(4, GL_FLOAT, 0, &colors[0]);
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glColorPointer(4, GL_FLOAT, 0, &colors[0]); //feed color array data
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glDrawArrays(GL_LINE_LOOP, 0, points.capacity());
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glDrawArrays(GL_LINE_LOOP, 0, points.capacity()); //draw everything in the vertex array
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY); //disable vertex array
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY); //disable color array
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if(rotate)
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if(rotate) //if rotateable
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glRotatef(1, 0, 1, 0);
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glRotatef(1, 0, 1, 0); //rotate
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SDL_GL_SwapWindow(win);
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SDL_GL_SwapWindow(win); //swap window with new data
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}
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}
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int main()
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int main()
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{
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{
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if (init() != 0)
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if (init() != 0) //initialize
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return 1;
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return 1; //if error, close
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while (run)
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while (run) //while able to run
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{
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{
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process();
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process(); //process input
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update();
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update(); //update simulation
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draw();
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draw(); //draw simulation
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}
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}
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SDL_GL_DeleteContext(context);
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SDL_GL_DeleteContext(context); //upon close, delete OpenGL context
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SDL_Quit();
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SDL_Quit(); //quit SDL
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return 0;
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return 0; //clean close
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}
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}
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