-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathengine.cpp
More file actions
190 lines (165 loc) · 6.91 KB
/
engine.cpp
File metadata and controls
190 lines (165 loc) · 6.91 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
//
// Created by Bartomiej Tempka on 12/06/2023.
//
#include "engine.h"
bool drawQuadTree = false; //idk how to do it better
bool pause = true;
void engine::create_objects() {
float circle_radius = 0.25;
point V = point{0,0};
for (int i = 0; i < number_of_objects-1;i++){
circle_radius = (((double) rand() / (RAND_MAX))) * 0.1+0.05;
point vec = point{(((double) rand() / (RAND_MAX))-0.5) *2, (((double) rand() / (RAND_MAX))-0.5)*2};
vec = vec * (circle_radius / sqrt(vec.x*vec.x + vec.y*vec.y));
V.x = vec.y;
V.y = -vec.x;
V.x = V.x * 0.05;
V.y = V.y * 0.05;
objects.push_back(gravity_object(100, vec.x, vec.y, V.x, V.y,i));
}
objects.push_back(gravity_object(1000,0, 0, 0, 0, number_of_objects-1));
}
engine::engine() {
create_objects();
for(int i =0; i < number_of_objects * 2; i++){
GLbuffer[i*2] = objects[i].x;
GLbuffer[i*2+1] = objects[i].y;
}
memset(GLbuffer + number_of_objects * 2, 0, number_of_boxes * 8 * sizeof(float));
QT.create(objects.begin(), objects.end(),GLbuffer + number_of_objects * 2,GLbuffer);
}
int engine::init() {
/* Initialize the library */
if (!glfwInit())
return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
std::cout << "I'm apple machine" << std::endl;
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(1280, 1280, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK)
std::cout << "Error!" << std::endl;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, number_of_objects*2*sizeof(float) + number_of_boxes*8*sizeof(float), GLbuffer, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), 0);
std::string vertexShader = "#version 330 core\n"
"layout (location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
" gl_PointSize = 5;\n"
"}\n";
std::string fragmentShader = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 1.0f, 1.0f, 0.5f);\n"
" vec2 circCoord = 2.0 * gl_PointCoord - 1.0;\n"
" if (dot(circCoord, circCoord) > 0.25) {\n"
" discard;\n"
" }\n"
"}\n";
shaderPoint = CreateShader(vertexShader, fragmentShader);
std::string fragmentShaderLine = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(0.0f, 1.0f, 0.0f, 0.5f);\n"
"}\n";
shaderLine = CreateShader(vertexShader, fragmentShaderLine);
glEnable(GL_PROGRAM_POINT_SIZE);
//key callback
glfwSetKeyCallback(window, key_callback);
number_of_objects_per_thread = number_of_objects / number_of_threads;
return 0;
}
int engine::run() {
while (!glfwWindowShouldClose(window))
{
auto start1 = std::chrono::high_resolution_clock::now();
/* Render her∆∆∆e */
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderPoint);
glDrawArrays(GL_POINTS, 0, number_of_objects);
glUseProgram(shaderLine);
if (drawQuadTree)
glDrawArrays(GL_LINES, number_of_objects, number_of_boxes*8);
glBufferData(GL_ARRAY_BUFFER, number_of_objects*2*sizeof(float)+(number_of_boxes * 8)*sizeof(float) , GLbuffer, GL_DYNAMIC_DRAW);
for(int i = 0; i < number_of_threads; i++){
threads[i] = std::thread(&quad_tree::calculate_force_iter, &QT, objects.begin() + i * number_of_objects_per_thread, objects.begin() + (i+1) * number_of_objects_per_thread);
}
memset(GLbuffer + number_of_objects * 2, 0, number_of_boxes * 8 * sizeof(float));
for(int i = 0; i < number_of_threads; i++){
threads[i].join();
}
QT.update_tree(objects.begin(),objects.end());
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
do
{
glfwPollEvents();
} while (pause);
auto stop1 = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(stop1 - start1);
std::cout << 1/(duration.count()/1000000.0) << " FPS " << std::endl;
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderPoint);
glDeleteProgram(shaderLine);
glfwTerminate();
return 0;
}
unsigned int engine::CreateShader(const std::string &vertexShader, const std::string &fragmentShader) {
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}
unsigned int engine::CompileShader(unsigned int type, const std::string &source) {
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if(result == GL_FALSE){
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* message = (char*)alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader!" << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
return 0;
}
return id;
}
void engine::key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if(key == GLFW_KEY_Q && action == GLFW_PRESS)
drawQuadTree = !drawQuadTree;
if(key == GLFW_KEY_SPACE && action == GLFW_PRESS)
pause = !pause;
}