fixed wrong rotation side
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.cache/clangd/index/utils.cpp.9EA3B96F5F89167F.idx
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.cache/clangd/index/utils.cpp.9EA3B96F5F89167F.idx
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.cache/clangd/index/utils.hpp.66E4232BF41BB544.idx
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.cache/clangd/index/utils.hpp.66E4232BF41BB544.idx
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@@ -6,12 +6,14 @@ include(FetchContent)
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SET(PROJECT_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/main.cpp src/glad.c
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${CMAKE_CURRENT_SOURCE_DIR}/src/coil/coil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/coil/segment.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils/utils.cpp
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)
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include_directories(${CMAKE_CURRENT_SOURCE_DIR}/src
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${CMAKE_CURRENT_SOURCE_DIR}/include
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${CMAKE_CURRENT_SOURCE_DIR}/src/coil
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${CMAKE_CURRENT_SOURCE_DIR}/src/ui
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${CMAKE_CURRENT_SOURCE_DIR}/src/utils
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)
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add_executable(TimeCoil ${PROJECT_SOURCES})
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@@ -1,4 +1,9 @@
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#include "coil.hpp"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <coil/coil.hpp>
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#include <coil/segment.hpp>
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#include <utils/utils.hpp>
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Coil::Coil(uint32_t currentYear, uint32_t amountOfSegments)
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: currentYear(currentYear) {
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@@ -14,4 +19,18 @@ std::vector<CoilSegment> &Coil::getSegments() {
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double Coil::getWidth() {
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return width;
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}
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void Coil::render() {
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prepareShaders();
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uint64_t VBO;
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glGenBuffers(1, (unsigned int*) &(VBO));
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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for (CoilSegment segment : segments) {
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double* vertices = segment.getVertices();
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uint64_t verticesLength = segment.getVerticesLength();
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glBufferData(GL_ARRAY_BUFFER, verticesLength, vertices, GL_STATIC_DRAW);
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}
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}
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@@ -20,6 +20,7 @@ class Coil {
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Coil(uint32_t currentYear, uint32_t amountOfSegments);
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std::vector<CoilSegment> &getSegments();
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double getWidth();
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void render();
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};
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#endif // COIL_HPP
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@@ -1,13 +1,15 @@
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#include "segment.hpp"
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#include "coil.hpp"
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#include "glm/ext/matrix_float4x4.hpp"
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#include "glm/ext/matrix_transform.hpp"
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#include "glm/trigonometric.hpp"
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#include <glm/ext/matrix_float4x4.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/trigonometric.hpp>
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#include <cstring>
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#include <iostream>
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#include <glm/glm.hpp>
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#include <cstdint>
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#include <utils/utils.hpp>
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#include <coil/segment.hpp>
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#include <coil/coil.hpp>
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// x, y, z, r, g, b
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#define FIELDS_IN_POINT 6
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#define DAYS_IN_YEAR (isLeap? 366.0f : 365.0f)
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@@ -66,10 +68,6 @@ void CoilSegment::printVertices() {
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}
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}
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double round_to_presicion( double value, int precision ) {
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const int adjustment = pow(10,precision);
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return floor( value*(adjustment) + 0.5 )/adjustment;
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}
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double *CoilSegment::calculateSlice() {
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uint32_t size = (/*start and end of a slize*/2 + sliceDetalization) * FIELDS_IN_POINT * sizeof(double);
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@@ -129,7 +127,7 @@ void CoilSegment::constructSegment(double *slice) {
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transform = rotate(
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transform,
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radians(daysDegree),
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-radians(daysDegree),
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vec3(
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0.0,
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1.0,
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@@ -178,23 +176,12 @@ double *CoilSegment::getVertices() {
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return vertices;
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}
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uint16_t CoilSegment::getVerticesLength() {
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uint64_t CoilSegment::getVerticesLength() {
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return verticesLength;
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}
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void CoilSegment::printSlice(double *slice) {
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for (uint32_t i = 0; i < sliceDetalization+2; i ++) {
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uint32_t offset = FIELDS_IN_POINT * i;
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cout << "Point ("
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<< slice[offset + 0] << ", "
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<< slice[offset + 1] << ", "
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<< slice[offset + 2] << ", "
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<< ") rgb("
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<< slice[offset + 3] << ", "
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<< slice[offset + 4] << ", "
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<< slice[offset + 5] << ")"
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<< endl;
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}
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void CoilSegment::render() {
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}
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void CoilSegment::exportSliceToCSV(double *slice) {
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@@ -14,7 +14,7 @@ class CoilSegment {
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uint32_t sliceDetalization;
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bool isLeap;
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double *vertices;
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uint32_t verticesLength;
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uint64_t verticesLength;
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void init();
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double* calculateSlice();
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@@ -25,10 +25,11 @@ class CoilSegment {
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void calculate();
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void printVertices();
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double *getVertices();
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uint16_t getVerticesLength();
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uint64_t getVerticesLength();
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void printSlice(double *slice);
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void exportSliceToCSV(double *slice);
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void exportSegmentToCsv();
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void render();
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};
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#endif // COIL_SEGMENT_HPP
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77
src/main.cpp
77
src/main.cpp
@@ -1,7 +1,5 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <fstream>
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#include <cstring>
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#include <cmath>
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#include <cstdlib>
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@@ -21,32 +19,6 @@ void processInput(GLFWwindow *window) {
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}
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}
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void renderGraphics(GLFWwindow *window) {
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}
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void gracefulExit(int code) {
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glfwTerminate();
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exit(code);
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}
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std::string readFile(std::string path) {
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std::ifstream file(path);
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if (!file.is_open())
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std::cerr << "File " << path << " was not found." << std::endl;
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std::string content = "";
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std::string buffer = "";
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while(getline(file, buffer)) {
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content += buffer + "\n";
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}
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content += '\0';
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file.close();
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return content;
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}
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void updateVertices(double (&vertices)[24]) {
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// if (RAND_0_1 < 0.99f) return;
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double a[] = {
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@@ -60,55 +32,6 @@ void updateVertices(double (&vertices)[24]) {
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memcpy(vertices, a, sizeof(a));
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}
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unsigned int prepareShaders() {
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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std::string vertexShaderSourceString = readFile("../shaders/shader.vert");
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std::string fragmentShaderSourceString = readFile("../shaders/shader.frag");
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const char *vertexShaderSource = vertexShaderSourceString.c_str();
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const char *fragmentShaderSource = fragmentShaderSourceString.c_str();
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char log[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, log);
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std::cerr << "Could not compile vertex shader: " << log << std::endl;
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gracefulExit(-1);
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}
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, log);
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std::cerr << "Could not compile fragment shader: " << log << std::endl;
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gracefulExit(-1);
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, log);
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std::cerr << "Could not link program: " << log << std::endl;
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gracefulExit(-1);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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int main () {
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Coil c = Coil(2025, 1);
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82
src/utils/utils.cpp
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82
src/utils/utils.cpp
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@@ -0,0 +1,82 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <string>
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#include <fstream>
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#include <iostream>
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double round_to_presicion( double value, int precision ) {
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const int adjustment = pow(10,precision);
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return floor( value*(adjustment) + 0.5 )/adjustment;
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}
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std::string readFile(std::string path) {
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std::ifstream file(path);
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if (!file.is_open())
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std::cerr << "File " << path << " was not found." << std::endl;
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std::string content = "";
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std::string buffer = "";
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while(getline(file, buffer)) {
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content += buffer + "\n";
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}
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content += '\0';
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file.close();
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return content;
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}
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void gracefulExit(int code) {
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glfwTerminate();
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exit(code);
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}
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unsigned int prepareShaders() {
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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std::string vertexShaderSourceString = readFile("../shaders/shader.vert");
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std::string fragmentShaderSourceString = readFile("../shaders/shader.frag");
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const char *vertexShaderSource = vertexShaderSourceString.c_str();
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const char *fragmentShaderSource = fragmentShaderSourceString.c_str();
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char log[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, log);
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std::cerr << "Could not compile vertex shader: " << log << std::endl;
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gracefulExit(-1);
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}
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, log);
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std::cerr << "Could not compile fragment shader: " << log << std::endl;
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gracefulExit(-1);
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, log);
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std::cerr << "Could not link program: " << log << std::endl;
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gracefulExit(-1);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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12
src/utils/utils.hpp
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12
src/utils/utils.hpp
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@@ -0,0 +1,12 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <string>
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double round_to_presicion( double value, int precision );
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std::string readFile(std::string path);
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void gracefulExit(int code);
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unsigned int prepareShaders();
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