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void APIENTRY glDebugOutput(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message, const void* userParam);
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
/* *** Инициализация спутника для моделирования *** */
//инициализаиця входных параметров
Kepler_elements_orbit element{ 26559.81038, 0.01203, 56.6024, 106.997, 53.2777, 154.03184 }; //кеплеровские элементы орбиты
satellite_parameters param{ 1,3,1.5 }; //физические парметры спутника
orbit_date start_time{ 2022, 7, 19, 18,20, 0 }; //время начала моделирования
orbit_date end_time{ 2022, 8, 21, 20, 20, 0 }; //время окончания моделирования
double input_step = 1; // шаг моделирования в секундах
Ot _mtime{};
//перевод времени в формат модифицированных юлианских дней
double step = input_step/86400;
double start_MJD = _mtime.convert_GDs_to_MJD(start_time);
double end_MJD = _mtime.convert_GDs_to_MJD(end_time);
double current_time = start_MJD + step;
//создание планет
Earth _earth{};
Moon _moon{ start_MJD };
Sun _sun{ start_MJD };
Satellite satellite{ start_MJD, param, element, &_moon, &_sun, &_earth };
_earth = Earth{ start_MJD, satellite.getDCS() };
std::vector<GLfloat> modeling_DCS{}; //Массив хранящий вычесленные координаты в формате вершин
std::vector<GLfloat> modeling_DVS{}; //Массив хранящий вычесленные компоненты скорости в формате вершин
/* *** инициализация opengl *** */
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR);
glfwSetScrollCallback(window, scroll_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
// Define the viewport dimensions
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
/* *** Инициализаицая необоходимых пременных для отображения графики *** */
Shader myShaders{ "./shaders/shader.vert", "./shaders/shader.frag" };
Shader satShaders{ "./shaders/lineOrbit.vert", "./shaders/lineOrbit.frag" };
std::vector<GLfloat> coord_vertices{};
GLuint VAO_for_coord;
glGenBuffers(1, &VAO_for_coord);
glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
if (flags & GL_CONTEXT_FLAG_DEBUG_BIT)
{
std::cout << "Success";
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(glDebugOutput, nullptr);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
}
else {
"filed";
}
// Game loop
while (!glfwWindowShouldClose(window))
{
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
glEnable(GL_DEPTH_TEST);
glfwPollEvents();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Render
// Clear the colorbuffer
modulation(satellite, current_time, end_MJD, modeling_DCS, modeling_DVS);
//scaling(modeling_DCS, max_DCS);
draw_modulation(modeling_DCS, modeling_DVS, satShaders);
// Swap the screen buffers
glfwSwapBuffers(window);
current_time = (current_time <= end_MJD)?current_time+step: current_time;
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
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void APIENTRY glDebugOutput(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
// ignore non-significant error/warning codes
if (id == 131169 || id == 131185 || id == 131218 || id == 131204) return;
std::cout << "---------------" << std::endl;
std::cout << "Debug message (" << id << "): " << message << std::endl;
switch (source)
{
case GL_DEBUG_SOURCE_API: std::cout << "Source: API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cout << "Source: Window System"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cout << "Source: Shader Compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: std::cout << "Source: Third Party"; break;
case GL_DEBUG_SOURCE_APPLICATION: std::cout << "Source: Application"; break;
case GL_DEBUG_SOURCE_OTHER: std::cout << "Source: Other"; break;
} std::cout << std::endl;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: std::cout << "Type: Error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cout << "Type: Deprecated Behaviour"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cout << "Type: Undefined Behaviour"; break;
case GL_DEBUG_TYPE_PORTABILITY: std::cout << "Type: Portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE: std::cout << "Type: Performance"; break;
case GL_DEBUG_TYPE_MARKER: std::cout << "Type: Marker"; break;
case GL_DEBUG_TYPE_PUSH_GROUP: std::cout << "Type: Push Group"; break;
case GL_DEBUG_TYPE_POP_GROUP: std::cout << "Type: Pop Group"; break;
case GL_DEBUG_TYPE_OTHER: std::cout << "Type: Other"; break;
} std::cout << std::endl;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH: std::cout << "Severity: high"; break;
case GL_DEBUG_SEVERITY_MEDIUM: std::cout << "Severity: medium"; break;
case GL_DEBUG_SEVERITY_LOW: std::cout << "Severity: low"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: std::cout << "Severity: notification"; break;
} std::cout << std::endl;
std::cout << std::endl;
}