testbed update + triangle example new pattern

This commit is contained in:
2026-09-06 23:39:17 -07:00
parent 69ea48ad22
commit dc40e973d3
2 changed files with 202 additions and 22 deletions
+10 -5
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@@ -1,9 +1,14 @@
#include <iostream>
#include <sophia/application.hpp> #include <sophia/application.hpp>
int main() { class ExampleTriangle : public sophia::Application {
sophia::Application app{{.width = 800, .height = 600, .name = "Triangle"}}; public:
ExampleTriangle()
: Application{{.width = 800, .height = 600, .name = "ExampleTriangle"}} {}
app.run(); void onCreate() override {
canvas.triangle({0.0f, -200.0f}, {100.0f, 0.0f}, {-100.0f, 0.0f});
return EXIT_SUCCESS;
} }
};
SOPHIA_MAIN(ExampleTriangle)
+191 -16
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@@ -1,25 +1,200 @@
#include <cmath>
#include <iostream> #include <iostream>
// #include <sophia/application.hpp> #include <random>
#include <sophia/render_triangle_test.hpp> #include <sophia/application.hpp>
#include <sophia/event.hpp>
#include <sophia/key_event.hpp>
#include <stdexcept> #include <stdexcept>
#include <string>
#include <vector>
int main(int argc, const char** argv) { #define GLM_FORCE_RADIANS
(void)argc; #define GLM_FORCE_DEPTH_ZERO_TO_ONE
(void)argv; #include <glm/glm.hpp>
std::cout << __FILE__ << "::" << __LINE__ << '\n'; #include <glm/gtc/constants.hpp>
try { struct Boid {
sophia::runRenderTriangleTest(TESTBED_SHADER_DIR "/triangle.vert", glm::vec2 position;
TESTBED_SHADER_DIR "/triangle.frag"); glm::vec2 velocity;
} catch (const std::exception& error) { };
std::cerr << "Render triangle test failed: " << error.what() << '\n';
return EXIT_FAILURE; constexpr uint32_t DEFAULT_NUMBER_OF_BOIDS = 25;
class Testbed : public sophia::Application {
public:
static constexpr float SCROLL_SPEED = 200.0f;
// World is a fixed box independent of the camera; boids wrap at its edges.
static constexpr float WORLD_HALF_WIDTH = 375.0f;
static constexpr float WORLD_HALF_HEIGHT = 500.0f;
static constexpr float MAX_SPEED = 120.0f;
static constexpr float MAX_FORCE = 200.0f;
static constexpr float PERCEPTION_RADIUS = 150.0f;
static constexpr float SEPARATION_RADIUS = 40.0f;
static constexpr float ALIGNMENT_WEIGHT = 1.0f;
static constexpr float COHESION_WEIGHT = 1.0f;
static constexpr float SEPARATION_WEIGHT = 1.5f;
Testbed() : Application{{.width = 750, .height = 1000, .name = "Testbed"}} {
uint32_t numberOfBoids = DEFAULT_NUMBER_OF_BOIDS;
if (args.size() > 1) {
numberOfBoids = static_cast<uint32_t>(std::stoul(args[1]));
}
boids.resize(numberOfBoids);
sophia::EventSystem::get().addListener<sophia::KeyPressedEvent>(
[this](sophia::KeyPressedEvent& e) {
setScrollKeyHeld(e.getKeyCode(), true);
});
sophia::EventSystem::get().addListener<sophia::KeyReleasedEvent>(
[this](sophia::KeyReleasedEvent& e) {
setScrollKeyHeld(e.getKeyCode(), false);
});
} }
// sophia::Application app{ void onCreate() override {
// {.width = 750, .height = 1000, .name = "Testbed", .headless = true}}; std::cout << "Testbed created" << std::endl;
// app.run(); std::mt19937 rng{std::random_device{}()};
std::uniform_real_distribution<float> posX{-WORLD_HALF_WIDTH,
WORLD_HALF_WIDTH};
std::uniform_real_distribution<float> posY{-WORLD_HALF_HEIGHT,
WORLD_HALF_HEIGHT};
std::uniform_real_distribution<float> angle{0.0f, glm::two_pi<float>()};
return EXIT_SUCCESS; for (Boid& boid : boids) {
boid.position = {posX(rng), posY(rng)};
float theta = angle(rng);
boid.velocity = glm::vec2{std::cos(theta), std::sin(theta)} * MAX_SPEED;
} }
}
void onUpdate(const sophia::FrameInfo& frameInfo) override {
float scrollDistance =
SCROLL_SPEED * static_cast<float>(frameInfo.deltaTime);
if (scrollLeft) camera.position.x -= scrollDistance;
if (scrollRight) camera.position.x += scrollDistance;
if (scrollUp) camera.position.y -= scrollDistance;
if (scrollDown) camera.position.y += scrollDistance;
updateBoids(static_cast<float>(frameInfo.deltaTime));
canvas.clear();
for (const Boid& boid : boids) {
drawBoid(boid);
}
}
private:
void updateBoids(float deltaTime) {
std::vector<glm::vec2> accelerations(boids.size());
for (size_t i = 0; i < boids.size(); ++i) {
glm::vec2 separation{0.0f};
glm::vec2 averageVelocity{0.0f};
glm::vec2 averagePosition{0.0f};
int neighborCount = 0;
for (size_t j = 0; j < boids.size(); ++j) {
if (i == j) continue;
glm::vec2 offset = boids[i].position - boids[j].position;
float dist = glm::length(offset);
if (dist >= PERCEPTION_RADIUS) continue;
averageVelocity += boids[j].velocity;
averagePosition += boids[j].position;
++neighborCount;
if (dist > 0.0f && dist < SEPARATION_RADIUS) {
separation += offset / (dist * dist);
}
}
glm::vec2 acceleration =
steerTowards(boids[i], separation) * SEPARATION_WEIGHT;
if (neighborCount > 0) {
averageVelocity /= static_cast<float>(neighborCount);
acceleration +=
steerTowards(boids[i], averageVelocity) * ALIGNMENT_WEIGHT;
averagePosition /= static_cast<float>(neighborCount);
glm::vec2 towardsGroup = averagePosition - boids[i].position;
acceleration += steerTowards(boids[i], towardsGroup) * COHESION_WEIGHT;
}
accelerations[i] = acceleration;
}
for (size_t i = 0; i < boids.size(); ++i) {
Boid& boid = boids[i];
boid.velocity += accelerations[i] * deltaTime;
float speed = glm::length(boid.velocity);
if (speed > MAX_SPEED) {
boid.velocity = boid.velocity / speed * MAX_SPEED;
}
boid.position += boid.velocity * deltaTime;
wrapPosition(boid.position);
}
}
// Steers boid towards desiredDirection at up to MAX_SPEED, clamped to
// MAX_FORCE.
glm::vec2 steerTowards(const Boid& boid, glm::vec2 desiredDirection) {
float directionLength = glm::length(desiredDirection);
if (directionLength < 1e-5f) return glm::vec2{0.0f};
glm::vec2 desired = desiredDirection / directionLength * MAX_SPEED;
glm::vec2 steer = desired - boid.velocity;
float steerLength = glm::length(steer);
if (steerLength > MAX_FORCE) {
steer = steer / steerLength * MAX_FORCE;
}
return steer;
}
void wrapPosition(glm::vec2& position) {
if (position.x > WORLD_HALF_WIDTH) position.x = -WORLD_HALF_WIDTH;
if (position.x < -WORLD_HALF_WIDTH) position.x = WORLD_HALF_WIDTH;
if (position.y > WORLD_HALF_HEIGHT) position.y = -WORLD_HALF_HEIGHT;
if (position.y < -WORLD_HALF_HEIGHT) position.y = WORLD_HALF_HEIGHT;
}
void drawBoid(const Boid& boid) {
constexpr float LENGTH = 20.0f;
constexpr float WIDTH = 12.0f;
glm::vec2 direction = boid.velocity;
float speed = glm::length(direction);
direction = speed > 1e-5f ? direction / speed : glm::vec2{0.0f, -1.0f};
glm::vec2 perpendicular{-direction.y, direction.x};
glm::vec2 nose = boid.position + direction * (LENGTH * 0.5f);
glm::vec2 tailLeft = boid.position - direction * (LENGTH * 0.5f) +
perpendicular * (WIDTH * 0.5f);
glm::vec2 tailRight = boid.position - direction * (LENGTH * 0.5f) -
perpendicular * (WIDTH * 0.5f);
canvas.triangle(nose, tailLeft, tailRight, {1.0f, 1.0f, 1.0f});
}
void setScrollKeyHeld(sophia::KeyCode keycode, bool held) {
if (keycode == sophia::Key::Left) scrollLeft = held;
if (keycode == sophia::Key::Right) scrollRight = held;
if (keycode == sophia::Key::Up) scrollUp = held;
if (keycode == sophia::Key::Down) scrollDown = held;
}
std::vector<Boid> boids;
bool scrollLeft = false;
bool scrollRight = false;
bool scrollUp = false;
bool scrollDown = false;
};
SOPHIA_MAIN(Testbed)