#include "ComponentForModulation.h" void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) { std::cout << key << std::endl; if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE); } void coord_axis(GLuint &VAO, axis draw_axis){ std::vector<GLfloat> m_axis; //{x, y, z, color_x, color, y, color_z} switch (draw_axis) { case _OX: m_axis = { -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0 }; break; case _OY: m_axis = { 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; break; case _OZ: m_axis = { 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0 }; break; } GLuint VBO; glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, m_axis.size() * sizeof(m_axis), &m_axis.front(), GL_STREAM_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glDrawArrays(GL_LINE_STRIP, 0, m_axis.size() / 6); glBindVertexArray(0); glDeleteBuffers(1, &VBO); } void draw_coord_axis(GLuint &i_VAO) { coord_axis(i_VAO, _OX); coord_axis(i_VAO, _OY); coord_axis(i_VAO, _OZ); } int j = 0; void modulation(Satellite& sat, double step_time, double end, std::vector<GLfloat>& DCS, std::vector<GLfloat>& DVS) { if (step_time <= end) { //�������������� �� ���� ��� sat.integration_step(step_time); std::cout << " j = " << j++; GLfloat R = sat.getRadius(); GLfloat omega = sat.getOmega(); std::cout << " R = " << R << " u = " << omega << std::endl; std::vector<GLfloat> buff; // ��������� ���������� //�������������� ���������, � ������� //buff = { float(sat.getDCS().at(0, 0)), float(sat.getDCS().at(1, 0)), float(sat.getDCS().at(2, 0)), 0.0f, 0.0f, 1.0f }; buff = {0.9f*omega/abs(omega), sin(omega), 0.0, 0.0, 0.0, 1.0}; //������� DCS.insert(DCS.end(), buff.begin(), buff.end()); ////�������������� �������� ���������, � ������� //buff = { float(sat.getDVS().at(0, 0)), float(sat.getDVS().at(1, 0)), float(sat.getDVS().at(2, 0)), 0.0f, 0.0f, 1.0f }; ////������� //DVS.insert(DVS.end(), buff.begin(), buff.end()); } } void scaling(std::vector<GLfloat>& DS, float& main_max) { float max = main_max; std::vector<GLfloat> buff = DS; if (DS.size() == 6) { if ((abs(DS.at(0)) > abs(DS.at(1))) && abs((DS.at(0)) > abs(DS.at(2)))) max = abs(DS.at(0)); else if ((abs(DS.at(1)) > abs(DS.at(2)))) max = abs(DS.at(1)); else max = abs(DS.at(2)); } else { int pos = DS.size() - 6; if ((abs(DS.at(pos)) > max) && (abs(DS.at(pos)) > abs(DS.at(pos+1))) && abs((DS.at(pos)) > abs(DS.at(pos+2)))) max = abs(DS.at(pos)); else if ((abs(DS.at(pos+1)) > max) && (abs(DS.at(pos+1)) > abs(DS.at(pos+2)))) max = abs(DS.at(pos+1)); else if(abs(DS.at(pos + 2) > max)) max = abs(DS.at(pos+2)); } if (max > main_max) main_max = max; /*for (int i = 0; i < DS.size(); i = i + 3) { buff.at(i) = DS.at(i) / max; i++; buff.at(i) = DS.at(i) / max; i++; buff.at(i) = DS.at(i) / max; i++; }*/ //return buff; } unsigned int i = 0; void draw_modulation(std::vector<GLfloat>& DCS, std::vector<GLfloat>& DVS, GLfloat& max, Shader& _Shader) { GLuint VBO, VAO; glm::mat4 scale; //scale = glm::scale(scale, glm::vec3(1E+15, 1E+15, 1)); GLuint scaleLoc = glGetUniformLocation(_Shader.Id, "scale"); glGenBuffers(1, &VBO); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); // glUniformMatrix4fv(scaleLoc, 1, GL_FALSE, glm::value_ptr(scale)); glBufferData(GL_ARRAY_BUFFER, DCS.size() * sizeof(DCS), &DCS.front(), GL_STREAM_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(DCS), (GLvoid*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(DCS), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(1); glDrawArrays(GL_LINE_STRIP, 0, DCS.size() / 6); i++; glBindVertexArray(0); glDeleteBuffers(1, &VBO); }