215 lines
6.1 KiB
C++
215 lines
6.1 KiB
C++
//
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// Created by Quinta on 7/12/2024.
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//
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#include "Renderer.h"
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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 <vector>
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#include <cmath>
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#include <stdexcept>
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#include <iostream>
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Renderer::Renderer(int width, int height) {
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if (!glfwInit()) {
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throw std::runtime_error("Failed to initialize GLFW");
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}
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window = glfwCreateWindow(width, height, "3D Gravity Simulator", nullptr, nullptr);
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if (!window) {
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glfwTerminate();
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throw std::runtime_error("Failed to create GLFW window");
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}
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glfwMakeContextCurrent(window);
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if (glewInit() != GLEW_OK) {
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throw std::runtime_error("Failed to initialize GLEW");
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}
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glEnable(GL_COLOR_MATERIAL);
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createSphereMesh(1.0f, 20, 20);
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}
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Renderer::~Renderer() {
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glDeleteVertexArrays(1, &sphereVAO);
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glDeleteBuffers(1, &sphereVBO);
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glDeleteBuffers(1, &sphereEBO);
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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void Renderer::render(const Simulator& simulator) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.1f, 1.0f);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, 1024.0 / 768.0, 1e8, 1e12);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(3e11, 2e11, 3e11, 0, 0, 0, 0, 1, 0);
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drawGrid();
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const auto& bodies = simulator.getBodies();
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for (size_t i = 0; i < bodies.size(); ++i) {
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const auto& body = bodies[i];
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float minSize = 2e9f;
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float scaleFactor = std::max(std::cbrt(body.getMass()) * 1e-9f, minSize);
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glm::vec3 pos = body.getPosition();
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std::cout << "Rendering body " << i << " (";
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switch(i) {
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case 0: std::cout << "Sun"; break;
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case 1: std::cout << "Mercury"; break;
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case 2: std::cout << "Venus"; break;
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case 3: std::cout << "Earth"; break;
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case 4: std::cout << "Mars"; break;
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default: std::cout << "Unknown"; break;
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}
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std::cout << ") at position ("
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<< pos.x << ", " << pos.y << ", " << pos.z
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<< ") with scale " << scaleFactor << std::endl;
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// Set color based on body index
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switch(i) {
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case 0: glColor3f(1.0f, 1.0f, 0.0f); break; // Sun: Yellow
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case 1: glColor3f(0.5f, 0.5f, 0.5f); break; // Mercury: Gray
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case 2: glColor3f(0.9f, 0.7f, 0.4f); break; // Venus: Light Orange
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case 3: glColor3f(0.0f, 0.5f, 1.0f); break; // Earth: Blue
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case 4: glColor3f(1.0f, 0.0f, 0.0f); break; // Mars: Red
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default: glColor3f(1.0f, 1.0f, 1.0f); break; // White for any additional bodies
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}
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drawSphere(body.getPosition(), scaleFactor);
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}
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}
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bool Renderer::shouldClose() {
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return glfwWindowShouldClose(window);
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}
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void Renderer::swapBuffers() {
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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void Renderer::drawSphere(const glm::vec3& position, float radius) {
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glScalef(radius, radius, radius);
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glBindVertexArray(sphereVAO);
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glDrawElements(GL_TRIANGLES, sphereIndexCount, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glPopMatrix();
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}
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void Renderer::createSphereMesh(float radius, int sectors, int stacks) {
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std::vector<GLfloat> vertices;
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std::vector<GLuint> indices;
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float x, y, z, xy;
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float nx, ny, nz, lengthInv = 1.0f / radius;
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float s, t;
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float sectorStep = 2 * M_PI / sectors;
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float stackStep = M_PI / stacks;
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float sectorAngle, stackAngle;
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for (int i = 0; i <= stacks; ++i) {
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stackAngle = M_PI / 2 - i * stackStep;
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xy = radius * cosf(stackAngle);
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z = radius * sinf(stackAngle);
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for (int j = 0; j <= sectors; ++j) {
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sectorAngle = j * sectorStep;
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x = xy * cosf(sectorAngle);
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y = xy * sinf(sectorAngle);
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nx = x * lengthInv;
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ny = y * lengthInv;
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nz = z * lengthInv;
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vertices.push_back(x);
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vertices.push_back(y);
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vertices.push_back(z);
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}
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}
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for (int i = 0; i < stacks; ++i) {
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int k1 = i * (sectors + 1);
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int k2 = k1 + sectors + 1;
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for (int j = 0; j < sectors; ++j, ++k1, ++k2) {
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if (i != 0) {
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indices.push_back(k1);
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indices.push_back(k2);
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indices.push_back(k1 + 1);
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}
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if (i != (stacks - 1)) {
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indices.push_back(k1 + 1);
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indices.push_back(k2);
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indices.push_back(k2 + 1);
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}
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}
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}
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glGenVertexArrays(1, &sphereVAO);
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glGenBuffers(1, &sphereVBO);
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glGenBuffers(1, &sphereEBO);
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
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glBindVertexArray(0);
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sphereVertexCount = vertices.size() / 3;
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sphereIndexCount = indices.size();
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}
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void Renderer::drawDebugTriangle() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1, 1, -1, 1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glBegin(GL_TRIANGLES);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(-0.5f, -0.5f, 0.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(0.5f, -0.5f, 0.0f);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(0.0f, 0.5f, 0.0f);
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glEnd();
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}
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void Renderer::drawGrid() {
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glBegin(GL_LINES);
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glColor3f(0.2f, 0.2f, 0.2f); // Gray color for the grid
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for (float i = -5e11f; i <= 5e11f; i += 5e10f) {
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glVertex3f(i, 0, -5e11f);
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glVertex3f(i, 0, 5e11f);
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glVertex3f(-5e11f, 0, i);
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glVertex3f(5e11f, 0, i);
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}
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glEnd();
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} |