fixed wrong rotation side

This commit is contained in:
leca 2025-03-01 13:08:36 +03:00
parent a6f9581a70
commit 97fcc6cdda
15 changed files with 131 additions and 104 deletions

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@ -6,12 +6,14 @@ include(FetchContent)
SET(PROJECT_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/main.cpp src/glad.c
${CMAKE_CURRENT_SOURCE_DIR}/src/coil/coil.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/coil/segment.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/utils/utils.cpp
)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/src
${CMAKE_CURRENT_SOURCE_DIR}/include
${CMAKE_CURRENT_SOURCE_DIR}/src/coil
${CMAKE_CURRENT_SOURCE_DIR}/src/ui
${CMAKE_CURRENT_SOURCE_DIR}/src/utils
)
add_executable(TimeCoil ${PROJECT_SOURCES})

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@ -1,4 +1,9 @@
#include "coil.hpp"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <coil/coil.hpp>
#include <coil/segment.hpp>
#include <utils/utils.hpp>
Coil::Coil(uint32_t currentYear, uint32_t amountOfSegments)
: currentYear(currentYear) {
@ -14,4 +19,18 @@ std::vector<CoilSegment> &Coil::getSegments() {
double Coil::getWidth() {
return width;
}
void Coil::render() {
prepareShaders();
uint64_t VBO;
glGenBuffers(1, (unsigned int*) &(VBO));
glBindBuffer(GL_ARRAY_BUFFER, VBO);
for (CoilSegment segment : segments) {
double* vertices = segment.getVertices();
uint64_t verticesLength = segment.getVerticesLength();
glBufferData(GL_ARRAY_BUFFER, verticesLength, vertices, GL_STATIC_DRAW);
}
}

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@ -20,6 +20,7 @@ class Coil {
Coil(uint32_t currentYear, uint32_t amountOfSegments);
std::vector<CoilSegment> &getSegments();
double getWidth();
void render();
};
#endif // COIL_HPP

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@ -1,13 +1,15 @@
#include "segment.hpp"
#include "coil.hpp"
#include "glm/ext/matrix_float4x4.hpp"
#include "glm/ext/matrix_transform.hpp"
#include "glm/trigonometric.hpp"
#include <glm/ext/matrix_float4x4.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/trigonometric.hpp>
#include <cstring>
#include <iostream>
#include <glm/glm.hpp>
#include <cstdint>
#include <utils/utils.hpp>
#include <coil/segment.hpp>
#include <coil/coil.hpp>
// x, y, z, r, g, b
#define FIELDS_IN_POINT 6
#define DAYS_IN_YEAR (isLeap? 366.0f : 365.0f)
@ -66,10 +68,6 @@ void CoilSegment::printVertices() {
}
}
double round_to_presicion( double value, int precision ) {
const int adjustment = pow(10,precision);
return floor( value*(adjustment) + 0.5 )/adjustment;
}
double *CoilSegment::calculateSlice() {
uint32_t size = (/*start and end of a slize*/2 + sliceDetalization) * FIELDS_IN_POINT * sizeof(double);
@ -129,7 +127,7 @@ void CoilSegment::constructSegment(double *slice) {
transform = rotate(
transform,
radians(daysDegree),
-radians(daysDegree),
vec3(
0.0,
1.0,
@ -178,23 +176,12 @@ double *CoilSegment::getVertices() {
return vertices;
}
uint16_t CoilSegment::getVerticesLength() {
uint64_t CoilSegment::getVerticesLength() {
return verticesLength;
}
void CoilSegment::printSlice(double *slice) {
for (uint32_t i = 0; i < sliceDetalization+2; i ++) {
uint32_t offset = FIELDS_IN_POINT * i;
cout << "Point ("
<< slice[offset + 0] << ", "
<< slice[offset + 1] << ", "
<< slice[offset + 2] << ", "
<< ") rgb("
<< slice[offset + 3] << ", "
<< slice[offset + 4] << ", "
<< slice[offset + 5] << ")"
<< endl;
}
void CoilSegment::render() {
}
void CoilSegment::exportSliceToCSV(double *slice) {

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@ -14,7 +14,7 @@ class CoilSegment {
uint32_t sliceDetalization;
bool isLeap;
double *vertices;
uint32_t verticesLength;
uint64_t verticesLength;
void init();
double* calculateSlice();
@ -25,10 +25,11 @@ class CoilSegment {
void calculate();
void printVertices();
double *getVertices();
uint16_t getVerticesLength();
uint64_t getVerticesLength();
void printSlice(double *slice);
void exportSliceToCSV(double *slice);
void exportSegmentToCsv();
void render();
};
#endif // COIL_SEGMENT_HPP

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@ -1,7 +1,5 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <cstring>
#include <cmath>
#include <cstdlib>
@ -21,32 +19,6 @@ void processInput(GLFWwindow *window) {
}
}
void renderGraphics(GLFWwindow *window) {
}
void gracefulExit(int code) {
glfwTerminate();
exit(code);
}
std::string readFile(std::string path) {
std::ifstream file(path);
if (!file.is_open())
std::cerr << "File " << path << " was not found." << std::endl;
std::string content = "";
std::string buffer = "";
while(getline(file, buffer)) {
content += buffer + "\n";
}
content += '\0';
file.close();
return content;
}
void updateVertices(double (&vertices)[24]) {
// if (RAND_0_1 < 0.99f) return;
double a[] = {
@ -60,55 +32,6 @@ void updateVertices(double (&vertices)[24]) {
memcpy(vertices, a, sizeof(a));
}
unsigned int prepareShaders() {
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string vertexShaderSourceString = readFile("../shaders/shader.vert");
std::string fragmentShaderSourceString = readFile("../shaders/shader.frag");
const char *vertexShaderSource = vertexShaderSourceString.c_str();
const char *fragmentShaderSource = fragmentShaderSourceString.c_str();
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char log[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, log);
std::cerr << "Could not compile vertex shader: " << log << std::endl;
gracefulExit(-1);
}
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, log);
std::cerr << "Could not compile fragment shader: " << log << std::endl;
gracefulExit(-1);
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, log);
std::cerr << "Could not link program: " << log << std::endl;
gracefulExit(-1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
int main () {
Coil c = Coil(2025, 1);

82
src/utils/utils.cpp Normal file
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@ -0,0 +1,82 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <string>
#include <fstream>
#include <iostream>
double round_to_presicion( double value, int precision ) {
const int adjustment = pow(10,precision);
return floor( value*(adjustment) + 0.5 )/adjustment;
}
std::string readFile(std::string path) {
std::ifstream file(path);
if (!file.is_open())
std::cerr << "File " << path << " was not found." << std::endl;
std::string content = "";
std::string buffer = "";
while(getline(file, buffer)) {
content += buffer + "\n";
}
content += '\0';
file.close();
return content;
}
void gracefulExit(int code) {
glfwTerminate();
exit(code);
}
unsigned int prepareShaders() {
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
std::string vertexShaderSourceString = readFile("../shaders/shader.vert");
std::string fragmentShaderSourceString = readFile("../shaders/shader.frag");
const char *vertexShaderSource = vertexShaderSourceString.c_str();
const char *fragmentShaderSource = fragmentShaderSourceString.c_str();
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char log[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, log);
std::cerr << "Could not compile vertex shader: " << log << std::endl;
gracefulExit(-1);
}
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, log);
std::cerr << "Could not compile fragment shader: " << log << std::endl;
gracefulExit(-1);
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, log);
std::cerr << "Could not link program: " << log << std::endl;
gracefulExit(-1);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}

12
src/utils/utils.hpp Normal file
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@ -0,0 +1,12 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <string>
double round_to_presicion( double value, int precision );
std::string readFile(std::string path);
void gracefulExit(int code);
unsigned int prepareShaders();