Zadanie 1 finish pendulum issues
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@ -5,16 +5,34 @@
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#include <vector>
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#include "shader.h"
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// Konstante
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const float g = 9.81f; // przyspieszenie ziemskie
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const float r = 0.6f; // długość nici
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const float dt = 0.01f; // krok czasowy
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// Constants
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const float g = 9.81f; // Gravitational acceleration
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const float r = 0.6f; // Length of the string
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const float initialDt = 0.01f; // Initial time step
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// Zmienne globalne
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float theta = 0.5f; // początkowy kąt
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float omega = 0.0f; // początkowa prędkość kątowa
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const float initTheta = 0.785f; // Initial angle
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const float initOmega = 2.0f; // Initial angular velocity
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const float initPrevTheta = initTheta - initialDt * initOmega; // Initial previous angle
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GLuint VBO, VAO, EBO, shaderProgram;
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float dt = initialDt;
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float currentT = 0.0f;
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// Pendulum state structure
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struct Pendulum {
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float theta; // Angle
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float omega; // Angular velocity
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float prev_theta; // Previous angle (for Verlet method)
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};
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// Pendulums
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Pendulum pendulums[3] = {
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{initTheta, initOmega, initPrevTheta}, // Pendulum 1 (Euler)
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{initTheta, initOmega, initPrevTheta}, // Pendulum 2 (Verlet)
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{initTheta, initOmega, initPrevTheta}, // Pendulum 3 (Runge-Kutta)
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};
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GLuint VBO, VAO, shaderProgram;
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void compileShaders(){
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Shader shader("pendulum_vs.glsl", "pendulum_fs.glsl");
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@ -32,12 +50,16 @@ void initOpenGL()
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4, nullptr, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 40, nullptr, GL_DYNAMIC_DRAW); // 4 pendulums * 2 vertices * (2 positions + 3 colors)
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// Pozycja
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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@ -46,64 +68,82 @@ float f(float theta){
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return -(g / r) * sin(theta);
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}
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// Metoda Eulera
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void updateEuler()
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// Euler method
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void updateEuler(Pendulum& p)
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{
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float alpha = f(theta); // przyspieszenie kątowe
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omega += alpha * dt; // aktualizacja prędkości kątowej
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theta += omega * dt; // aktualizacja kąta
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p.theta = p.theta + dt * p.omega;
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p.omega = p.omega + f(p.theta) * dt;
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}
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// Metoda Verleta
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void updateVerlet()
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// Verlet method
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void updateVerlet(Pendulum& p)
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{
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static float prev_theta = theta;
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float alpha = f(theta); // przyspieszenie kątowe
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float new_theta = 2 * theta - prev_theta + alpha * dt * dt; // aktualizacja kąta
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prev_theta = theta;
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theta = new_theta;
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float new_theta = 2 * p.theta - p.prev_theta + f(p.theta) * dt * dt;
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float old_theta = p.theta;
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p.theta = new_theta;
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p.prev_theta = old_theta;
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// Aktualizacja omega
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p.omega = (p.theta - p.prev_theta) / (2 * dt);
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}
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// Metoda Rungego-Kutty rzędu 4
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void updateRungeKutta()
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// Runge-Kutta 4th order method
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void updateRungeKutta(Pendulum& p)
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{
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float k1_theta = omega;
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float k1_omega = f(theta);
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float k1_theta = p.omega;
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float k1_omega = f(p.theta);
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float k2_theta = omega + 0.5f * dt * k1_omega;
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float k2_omega = f(theta + 0.5f * dt * k1_theta);
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float k2_theta = p.omega + 0.5f * dt * k1_omega;
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float k2_omega = f(p.theta + 0.5f * dt * k1_theta);
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float k3_theta = omega + 0.5f * dt * k2_omega;
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float k3_omega = f(theta + 0.5f * dt * k2_theta);
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float k3_theta = p.omega + 0.5f * dt * k2_omega;
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float k3_omega = f(p.theta + 0.5f * dt * k2_theta);
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float k4_theta = omega + dt * k3_omega;
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float k4_omega = f(theta + dt * k3_theta);
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float k4_theta = p.omega + dt * k3_omega;
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float k4_omega = f(p.theta + dt * k3_theta);
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theta += (dt / 6.0f) * (k1_theta + 2.0f * k2_theta + 2.0f * k3_theta + k4_theta);
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omega += (dt / 6.0f) * (k1_omega + 2.0f * k2_omega + 2.0f * k3_omega + k4_omega);
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p.theta += (dt / 6.0f) * (k1_theta + 2.0f * k2_theta + 2.0f * k3_theta + k4_theta);
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p.omega += (dt / 6.0f) * (k1_omega + 2.0f * k2_omega + 2.0f * k3_omega + k4_omega);
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}
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void drawPendulum()
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void drawPendulums()
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{
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float x = r * sin(theta);
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float y = -r * cos(theta);
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float vertices[] = {
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0.0f, 0.0f, // Punkt zaczepienia
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x, y // Punkt masy
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};
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_LINES, 0, 2);
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glDrawArrays(GL_POINTS, 1, 1);
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std::vector<std::vector<float>> colors = {
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{1.0f, 0.0f, 0.0f}, // EULER
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{0.0f, 1.0f, 0.0f}, // VERLET
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{0.0f, 0.0f, 1.0f}, // RK
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{1.0f, 1.0f, 0.0f} // SIMPLE
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};
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std::vector<float> vertices;
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for (int i = 0; i < 3; ++i) {
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float x = r * sin(pendulums[i].theta);
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float y = -r * cos(pendulums[i].theta);
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// Append vertices for the current pendulum
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vertices.insert(vertices.end(), {
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0.0f, 0.0f, colors[i][0], colors[i][1], colors[i][2], // Attachment point
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x, y, colors[i][0], colors[i][1], colors[i][2] // Mass point
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});
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// Debugging output for each pendulum's vertices
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// std::cout << "Pendulum " << i + 1 << ": (" << x << ", " << y << "), Color: ("
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// << colors[i][0] << ", " << colors[i][1] << ", " << colors[i][2] << ")" << std::endl;
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}
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * vertices.size(), vertices.data());
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for (int i = 0; i < 3; ++i) {
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glDrawArrays(GL_LINES, i * 2, 2);
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glDrawArrays(GL_POINTS, i * 2 + 1, 1);
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}
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glBindVertexArray(0);
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}
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@ -112,7 +152,7 @@ int main()
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{
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if (!glfwInit())
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{
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std::cerr << "Nie można zainicjalizować GLFW" << std::endl;
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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@ -121,12 +161,10 @@ int main()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Wahadło Matematyczne", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Mathematical Pendulums", NULL, NULL);
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if (!window)
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{
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std::cerr << "Nie można utworzyć okna GLFW" << std::endl;
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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@ -135,7 +173,7 @@ int main()
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cerr << "Nie można zainicjalizować GLEW" << std::endl;
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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@ -144,37 +182,24 @@ int main()
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glOrtho(-2, 2, -2, 2, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPointSize(10.0f);
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glPointSize(35.0f);
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initOpenGL();
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int method = 1; // Domyślnie metoda Eulera
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std::cout << "Wybierz metodę: (1) Euler, (2) Verlet, (3) Runge-Kutta: ";
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std::cin >> method;
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while (!glfwWindowShouldClose(window))
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{
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switch (method)
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{
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case 1:
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updateEuler();
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break;
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case 2:
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updateVerlet();
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break;
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case 3:
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updateRungeKutta();
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break;
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default:
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updateEuler();
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break;
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}
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updateEuler(pendulums[0]);
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updateVerlet(pendulums[1]);
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updateRungeKutta(pendulums[2]);
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drawPendulum();
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drawPendulums();
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glfwSwapBuffers(window);
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glfwPollEvents();
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currentT += dt;
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}
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glDeleteVertexArrays(1, &VAO);
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@ -1,6 +1,8 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 fragColor;
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out vec4 color;
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void main()
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{
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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color = vec4(fragColor, 1.0);
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}
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@ -1,6 +1,11 @@
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec3 color;
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out vec3 fragColor;
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void main()
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{
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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gl_Position = vec4(position, 0.0, 1.0);
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fragColor = color;
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}
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