357 lines
11 KiB
C++
357 lines
11 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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: cameraPos(3e11f, 2e11f, 3e11f),
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cameraFront(glm::normalize(glm::vec3(0.0f) - glm::vec3(3e11f, 2e11f, 3e11f))),
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cameraUp(0.0f, 1.0f, 0.0f),
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cameraSpeed(1e9f),
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mouseSensitivity(0.05f),
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yaw(-45.0f),
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pitch(-30.0f),
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firstMouse(true),
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lastX(width / 2.0f),
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lastY(height / 2.0f)
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{
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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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// Set up camera
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetWindowUserPointer(window, this);
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glfwSetCursorPosCallback(window, [](GLFWwindow* window, double xpos, double ypos) {
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static_cast<Renderer*>(glfwGetWindowUserPointer(window))->cursorPosCallback(xpos, ypos);
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});
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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, 1600.0 / 1200.0, 1e9, 1e13);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glm::vec3 center = glm::vec3(0, 0, 0); // Look at the center of the system
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gluLookAt(cameraPos.x, cameraPos.y, cameraPos.z,
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center.x, center.y, center.z,
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cameraUp.x, cameraUp.y, cameraUp.z);
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drawGrid(simulator);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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drawTrajectories(simulator.getBodies());
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glDisable(GL_BLEND);
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const auto& bodies = simulator.getBodies();
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double maxMass = 0;
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double minMass = std::numeric_limits<double>::max();
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// Find the maximum and minimum masses
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for (const auto& body : bodies) {
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maxMass = std::max(maxMass, body.getMass());
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minMass = std::min(minMass, body.getMass());
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}
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std::cout << "Camera position: " << cameraPos.x << ", " << cameraPos.y << ", " << cameraPos.z << std::endl;
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std::cout << "Camera front: " << cameraFront.x << ", " << cameraFront.y << ", " << cameraFront.z << std::endl;
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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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glm::dvec3 pos = body.getPosition();
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std::cout << "Body " << i << " position: " << pos.x << ", " << pos.y << ", " << pos.z << std::endl;
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}
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// Calculate the log range
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double logMinMass = std::log10(minMass);
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double logMaxMass = std::log10(maxMass);
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double logRange = logMaxMass - logMinMass;
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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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// Calculate the scale factor based on mass
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double logMass = std::log10(body.getMass());
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double normalizedLogMass = (logMass - logMinMass) / logRange;
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float minScale = 5e9f; // Minimum scale to ensure visibility
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float maxScale = 5e10f; // Maximum scale to prevent overly large objects
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float scaleFactor = minScale + static_cast<float>(normalizedLogMass) * (maxScale - minScale);
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glm::dvec3 pos = body.getPosition();
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glm::vec3 renderPos(static_cast<float>(pos.x), static_cast<float>(pos.y), static_cast<float>(pos.z));
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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(renderPos, 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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gluLookAt(4e11, 3e11, 4e11, 0, 0, 0, 0, 1, 0);
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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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float Renderer::calculateGravityFieldStrength(const glm::vec3& point, const std::vector<CelestialBody>& bodies) {
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float fieldStrength = 0.0f;
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const float G = 6.67430e-11f; // Gravitational constant
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const float scalingFactor = 1e20f; // Greatly increased scaling factor
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for (const auto& body : bodies) {
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glm::dvec3 bodyPos = body.getPosition();
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float distance = glm::length(glm::vec3(bodyPos) - point);
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if (distance < 1e9f) distance = 1e9f; // Prevent division by zero
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fieldStrength += scalingFactor * G * static_cast<float>(body.getMass()) / (distance * distance);
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}
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return fieldStrength;
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}
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void Renderer::drawGrid(const Simulator& simulator) {
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const float gridSize = 5e11f;
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const int gridLines = 20;
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const float lineSpacing = gridSize / gridLines;
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glBegin(GL_LINES);
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glColor3f(0.2f, 0.2f, 0.2f); // Lighter gray for better visibility
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for (int i = -gridLines/2; i <= gridLines/2; ++i) {
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float pos = i * lineSpacing;
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glVertex3f(-gridSize/2, 0, pos);
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glVertex3f(gridSize/2, 0, pos);
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glVertex3f(pos, 0, -gridSize/2);
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glVertex3f(pos, 0, gridSize/2);
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}
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glEnd();
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}
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void Renderer::drawTrajectories(const std::vector<CelestialBody>& bodies) {
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glBegin(GL_LINES);
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for (const auto& body : bodies) {
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const auto& trajectory = body.getTrajectory();
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if (trajectory.size() < 2) continue;
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for (size_t i = 1; i < trajectory.size(); ++i) {
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glm::vec3 p1(trajectory[i-1]);
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glm::vec3 p2(trajectory[i]);
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// Fade out older parts of the trajectory
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float alpha = static_cast<float>(i) / trajectory.size();
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glColor4f(1.0f, 1.0f, 1.0f, alpha * 0.5f);
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glVertex3f(p1.x, p1.y, p1.z);
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glVertex3f(p2.x, p2.y, p2.z);
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}
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}
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glEnd();
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}
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void Renderer::processInput() {
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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cameraPos += cameraSpeed * cameraFront;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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cameraPos -= cameraSpeed * cameraFront;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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}
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void Renderer::cursorPosCallback(double xpos, double ypos) {
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if (firstMouse) {
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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xoffset *= mouseSensitivity;
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yoffset *= mouseSensitivity;
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yaw += xoffset;
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pitch += yoffset;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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updateCameraVectors();
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}
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void Renderer::updateCameraVectors() {
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glm::vec3 front;
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front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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front.y = sin(glm::radians(pitch));
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front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraFront = glm::normalize(front);
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} |