Rewrite spheres render logic
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@ -21,6 +21,8 @@ const float initialSpeed = 5.0f;
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const float initialAngle = 45.0f;
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const float ballRadius = 0.5;
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const int numberOfPointsOnCircle = 120;
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const int windowWidth = 1920;
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const int windowHeight = 800;
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@ -395,31 +397,30 @@ void rungeKuttaStep(Ball &ball, float dt) {
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}
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void setupSphereBuffer() {
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int slices = 20;
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int stacks = 20;
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std::vector<float> vertices;
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for (int i = 0; i <= stacks; ++i) {
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float V = i / (float) stacks;
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float phi = V * M_PI;
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std::vector<glm::vec3> vertices;
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for (int j = 0; j <= slices; ++j) {
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float U = j / (float) slices;
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float theta = U * (M_PI * 2);
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float angle = 360.0f / numberOfPointsOnCircle;
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float x = cosf(theta) * sinf(phi);
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float y = cosf(phi);
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float z = sinf(theta) * sinf(phi);
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int triangleCount = numberOfPointsOnCircle - 2;
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vertices.push_back(x * ballRadius);
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vertices.push_back(y * ballRadius);
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vertices.push_back(z * ballRadius);
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std::vector<glm::vec3> temp;
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// positions
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for (int i = 0; i < numberOfPointsOnCircle; i++)
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{
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float currentAngle = angle * i;
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float x = ballRadius * cos(glm::radians(currentAngle));
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float y = ballRadius * sin(glm::radians(currentAngle));
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float z = 0.0f;
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// Dodanie normalnych wektorów
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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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temp.push_back(glm::vec3(x, y, z));
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}
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for (int i = 0; i < triangleCount; i++)
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{
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vertices.push_back(temp[0]);
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vertices.push_back(temp[i + 1]);
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vertices.push_back(temp[i + 2]);
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}
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glGenVertexArrays(1, &VAO_SPHERES);
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@ -428,7 +429,7 @@ void setupSphereBuffer() {
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glBindVertexArray(VAO_SPHERES);
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glBindBuffer(GL_ARRAY_BUFFER, VBO_SPHERES);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
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// Współrzędne wierzchołków
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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