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https://github.com/gwm17/Specter.git
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Added descriptive comments to rest of code
This commit is contained in:
parent
887f025b3b
commit
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@ -1,8 +1,16 @@
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/*
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MassMap.h
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A represnetation of the AMDC mass table. We provide capability to retrieve the mass of an isotope
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as well as the isotopic symbol. This sort of code is pretty ubiquitous in flexible nuclear physics
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analysis.
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GWM -- Feb 2022
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*/
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#include "MassMap.h"
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#include "MassMap.h"
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/*
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/*
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Read in AMDC mass file, preformated to remove excess info. Here assumes that by default
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Read in AMDC mass file, preformated to remove excess info. Here assumes that by default
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the file is in a local directory etc/
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the file is in a local directory Resources. Navigator build process handles this.
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*/
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*/
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MassMap::MassMap()
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MassMap::MassMap()
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{
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{
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@ -1,3 +1,11 @@
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/*
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MassMap.h
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A represnetation of the AMDC mass table. We provide capability to retrieve the mass of an isotope
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as well as the isotopic symbol. This sort of code is pretty ubiquitous in flexible nuclear physics
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analysis.
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GWM -- Feb 2022
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*/
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#ifndef MASS_MAP_H
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#ifndef MASS_MAP_H
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#define MASS_MAP_H
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#define MASS_MAP_H
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@ -1,3 +1,16 @@
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/*
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SPSInputLayer.cpp
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An example of what a user created layer might look like. This is how one would extend the base editor to have more
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functionality, specific to their experiment/setup. In this case, we provide inputs for reaction information so that
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the kinematic shift of the SE-SPS focal plane can be calculated, and weights for tracing particle trajectories are
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produced for use in analysis (as NavVariables).
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A reminder that these layers should not be that intense. The more work that is shoved into the UI, the less responsive
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and more sluggish overall the UI will become. The vast bulk of the analysis work should be left to the PhysicsLayer which has its own
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thread to work upon.
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GWM -- Feb 2022
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*/
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#include "SPSInputLayer.h"
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#include "SPSInputLayer.h"
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#include "imgui.h"
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#include "imgui.h"
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@ -32,9 +45,9 @@ namespace Navigator {
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void SPSInputLayer::OnImGuiRender()
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void SPSInputLayer::OnImGuiRender()
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{
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{
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ImGui::SetCurrentContext(ImGui::GetCurrentContext());
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if (ImGui::Begin("SPS Input"))
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if (ImGui::Begin("SPS Input"))
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{
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{
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//Create widgets for all of our inputs
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ImGui::InputDouble("Bfield(kG)", &m_bfield, 0.01, 0.1);
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ImGui::InputDouble("Bfield(kG)", &m_bfield, 0.01, 0.1);
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ImGui::InputDouble("Theta(deg)", &m_theta, 0.1, 1.0);
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ImGui::InputDouble("Theta(deg)", &m_theta, 0.1, 1.0);
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ImGui::InputDouble("BeamKE(MeV)", &m_beamKE, 0.1, 1.0);
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ImGui::InputDouble("BeamKE(MeV)", &m_beamKE, 0.1, 1.0);
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@ -43,8 +56,11 @@ namespace Navigator {
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ImGui::InputInt2("Ejectile Z,A", m_ejectNums);
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ImGui::InputInt2("Ejectile Z,A", m_ejectNums);
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if (ImGui::Button("Set"))
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if (ImGui::Button("Set"))
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{
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{
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//We dont want to calculate the weights every frame, so
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//we lock that calculation behind a button.
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UpdateWeights();
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UpdateWeights();
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}
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}
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//Display some info about the internal state
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ImGui::Text("-------Current Settings-------");
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ImGui::Text("-------Current Settings-------");
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ImGui::Text("Reaction Equation: ");
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ImGui::Text("Reaction Equation: ");
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ImGui::SameLine();
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ImGui::SameLine();
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@ -57,7 +73,9 @@ namespace Navigator {
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void SPSInputLayer::UpdateWeights()
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void SPSInputLayer::UpdateWeights()
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{
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{
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m_rxnEqn = "";
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m_rxnEqn = ""; //reset
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//Calculate residual nucleus from reaction
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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m_residNums[i] = m_targNums[i] + m_projNums[i] - m_ejectNums[i];
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m_residNums[i] = m_targNums[i] + m_projNums[i] - m_ejectNums[i];
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if (m_residNums[0] < 0 || m_residNums[1] <= 0)
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if (m_residNums[0] < 0 || m_residNums[1] <= 0)
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@ -72,6 +90,7 @@ namespace Navigator {
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return;
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return;
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}
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}
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//Obtain masses from the AMDC table
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double targMass = m_masses.FindMass(m_targNums[0], m_targNums[1]);
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double targMass = m_masses.FindMass(m_targNums[0], m_targNums[1]);
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double projMass = m_masses.FindMass(m_projNums[0], m_projNums[1]);
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double projMass = m_masses.FindMass(m_projNums[0], m_projNums[1]);
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double ejectMass = m_masses.FindMass(m_ejectNums[0], m_ejectNums[1]);
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double ejectMass = m_masses.FindMass(m_ejectNums[0], m_ejectNums[1]);
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@ -89,7 +108,7 @@ namespace Navigator {
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temp = m_masses.FindSymbol(m_residNums[0], m_residNums[1]);
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temp = m_masses.FindSymbol(m_residNums[0], m_residNums[1]);
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m_rxnEqn += temp;
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m_rxnEqn += temp;
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double theta_rad = m_theta * c_deg2rad;
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double theta_rad = m_theta * c_deg2rad; //convert to radians
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double bfield_t = m_bfield * 0.1; //convert to tesla
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double bfield_t = m_bfield * 0.1; //convert to tesla
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double Q = targMass + projMass - ejectMass - residMass;
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double Q = targMass + projMass - ejectMass - residMass;
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//kinematics a la Iliadis p.590
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//kinematics a la Iliadis p.590
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@ -1,3 +1,16 @@
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/*
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SPSInputLayer.h
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An example of what a user created layer might look like. This is how one would extend the base editor to have more
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functionality, specific to their experiment/setup. In this case, we provide inputs for reaction information so that
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the kinematic shift of the SE-SPS focal plane can be calculated, and weights for tracing particle trajectories are
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produced for use in analysis (as NavVariables).
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A reminder that these layers should not be that intense. The more work that is shoved into the UI, the less responsive
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and more sluggish overall the UI will become. The vast bulk of the analysis work should be left to the PhysicsLayer which has its own
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thread to work upon.
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GWM -- Feb 2022
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*/
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#ifndef SPS_INPUT_LAYER_H
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#ifndef SPS_INPUT_LAYER_H
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#define SPS_INPUT_LAYER_H
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#define SPS_INPUT_LAYER_H
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@ -15,8 +28,8 @@ namespace Navigator {
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virtual void OnAttach() override;
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virtual void OnAttach() override;
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virtual void OnDetach() override;
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virtual void OnDetach() override;
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virtual void OnUpdate() override;
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virtual void OnUpdate() override;
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virtual void OnEvent(Event& event) override;
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virtual void OnEvent(Event& event) override; //If you want to respond to events
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virtual void OnImGuiRender() override;
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virtual void OnImGuiRender() override; //"Main" function
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private:
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private:
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void UpdateWeights();
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void UpdateWeights();
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double m_bfield; //kG
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double m_bfield; //kG
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double m_theta; //deg
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double m_theta; //deg
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double m_beamKE; //MeV
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double m_beamKE; //MeV
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//Z, A inputs for reaction nuclei
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int m_targNums[2];
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int m_targNums[2];
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int m_projNums[2];
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int m_projNums[2];
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int m_ejectNums[2];
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int m_ejectNums[2];
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/*
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OpenGLContext.h
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Implementation of OpenGL rendering context. Entirely based upon the work done by @TheCherno in his game engine series. See his content for more details.
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GWM -- Feb 2022
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*/
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#include "OpenGLContext.h"
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#include "OpenGLContext.h"
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#include "GLFW/glfw3.h"
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#include "GLFW/glfw3.h"
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@ -18,6 +24,7 @@ namespace Navigator {
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int status = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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int status = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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//Report graphics status
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NAV_TRACE("Loaded OpenGL with glad Init status {0}", status);
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NAV_TRACE("Loaded OpenGL with glad Init status {0}", status);
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NAV_INFO("Loaded OpenGL renderer");
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NAV_INFO("Loaded OpenGL renderer");
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/*
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OpenGLContext.h
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Implementation of OpenGL rendering context. Entirely based upon the work done by @TheCherno in his game engine series. See his content for more details.
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GWM -- Feb 2022
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*/
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#ifndef OPEGL_CONTEXT_H
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#ifndef OPEGL_CONTEXT_H
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#define OPEGL_CONTEXT_H
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#define OPEGL_CONTEXT_H
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/*
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OpenGLRendererAPI.h
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Implementation of OpenGL API in Navigator context. Note here only a few things exist. We don't need to implement much ourselves,
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ImGui handles a lot of the heavy lifting for us. Based entirely upon @TheCherno's work in his game engine series.
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GWM -- Feb 2022
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*/
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#include "OpenGLRendererAPI.h"
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#include "OpenGLRendererAPI.h"
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#include "glad/glad.h"
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#include "glad/glad.h"
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/*
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OpenGLRendererAPI.h
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Implementation of OpenGL API in Navigator context. Note here only a few things exist. We don't need to implement much ourselves,
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ImGui handles a lot of the heavy lifting for us. Based entirely upon @TheCherno's work in his game engine series.
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GWM -- Feb 2022
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*/
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#ifndef OPENGL_RENDERER_API_H
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#ifndef OPENGL_RENDERER_API_H
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#define OPENGL_RENDERER_API_H
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#define OPENGL_RENDERER_API_H
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/*
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OpenGLWindow.h
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Implementation of a window with OpenGL context. Not really OpenGL specific, other than in creation of GraphicsContext.
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Bulk of creation can be used in any api/context (glfw compatible with Cocoa, X11, or Windows). Based entirely upon the
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work of @TheCherno in his game engine series.
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GWM -- Feb 2022
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*/
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#include "OpenGLWindow.h"
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#include "OpenGLWindow.h"
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#include "OpenGLContext.h"
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#include "OpenGLContext.h"
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#include "Navigator/NavCore.h"
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#include "Navigator/NavCore.h"
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glfwSetErrorCallback(GLFWErrorCallback);
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glfwSetErrorCallback(GLFWErrorCallback);
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}
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}
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//Apple specific. OpenGL is technically deprecated, so a little extra work to force the correct version
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#ifdef __APPLE__
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#ifdef __APPLE__
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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m_window = glfwCreateWindow((int)m_data.width, (int)m_data.height, m_data.name.c_str(), nullptr, nullptr);
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m_window = glfwCreateWindow((int)m_data.width, (int)m_data.height, m_data.name.c_str(), nullptr, nullptr);
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m_context = new OpenGLContext(m_window);
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m_context = new OpenGLContext(m_window); //This is the only seriously OpenGL specific code
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m_context->Init();
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m_context->Init();
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glfwSetWindowUserPointer(m_window, &m_data);
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glfwSetWindowUserPointer(m_window, &m_data);
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SetVSync(true);
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SetVSync(true);
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//Set all of the callback functions for the window.
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glfwSetWindowSizeCallback(m_window, [](GLFWwindow* window, int width, int height)
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glfwSetWindowSizeCallback(m_window, [](GLFWwindow* window, int width, int height)
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{
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{
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Data& data = *(Data*) glfwGetWindowUserPointer(window);
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Data& data = *(Data*) glfwGetWindowUserPointer(window);
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/*
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OpenGLWindow.h
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Implementation of a window with OpenGL context. Not really OpenGL specific, other than in creation of GraphicsContext.
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Bulk of creation can be used in any api/context (glfw compatible with Cocoa, X11, or Windows). Based entirely upon the
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work of @TheCherno in his game engine series.
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GWM -- Feb 2022
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*/
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#ifndef OPENGL_WINDOW_H
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#ifndef OPENGL_WINDOW_H
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#define OPENGL_WINDOW_H
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#define OPENGL_WINDOW_H
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