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|
package main
import (
"fmt"
"log"
"math"
"math/rand"
"runtime"
"time"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl32"
)
const (
initialWidth = 800
initialHeight = 600
)
var (
currentWidth = initialWidth
currentHeight = initialHeight
// FPS tracking
frameCount = 0
lastFPSTime = time.Now()
currentFPS = 0.0
// Window state tracking
projectionNeedsUpdate = false
)
// TorusParams holds the configurable parameters for the torus
type TorusParams struct {
MajorRadius float32 `json:"majorRadius"`
MinorRadius float32 `json:"minorRadius"`
MajorSegments int `json:"majorSegments"`
MinorSegments int `json:"minorSegments"`
RotationSpeedX float32 `json:"rotationSpeedX"`
RotationSpeedY float32 `json:"rotationSpeedY"`
}
// AsteroidParams holds configurable parameters for the asteroid field
type AsteroidParams struct {
SpawnRate float32 `json:"spawnRate"`
MaxAsteroids int `json:"maxAsteroids"`
MinSize float32 `json:"minSize"`
MaxSize float32 `json:"maxSize"`
MinSpeed float32 `json:"minSpeed"`
MaxSpeed float32 `json:"maxSpeed"`
RotationSpeed float32 `json:"rotationSpeed"`
}
// Scene types
type SceneType int
const (
SceneDonut SceneType = iota
SceneAsteroidField
)
// Asteroid represents a single asteroid in the field
type Asteroid struct {
Position mgl32.Vec3
Velocity mgl32.Vec3
Rotation mgl32.Vec3
RotationVel mgl32.Vec3
Scale float32
Vertices []float32
Created time.Time
}
// Scene configuration
type SceneConfig struct {
CurrentScene SceneType
AsteroidSpawnRate float64 // seconds between spawns
MaxAsteroids int
ViewportBounds struct {
MinX, MaxX float32
MinY, MaxY float32
MinZ, MaxZ float32
}
}
var sceneConfig = SceneConfig{
CurrentScene: SceneDonut,
AsteroidSpawnRate: 1.0, // 1 second
MaxAsteroids: 100,
}
var asteroids []Asteroid
var lastAsteroidSpawn time.Time
// SetCurrentScene allows external modules to change the current scene
func SetCurrentScene(sceneName string) {
switch sceneName {
case "donut":
sceneConfig.CurrentScene = SceneDonut
LogInfo("Scene", "Scene changed to Donut via API")
case "asteroids":
sceneConfig.CurrentScene = SceneAsteroidField
LogInfo("Scene", "Scene changed to Asteroid Field via API")
default:
LogError("Scene", fmt.Sprintf("Unknown scene name: %s", sceneName))
}
}
// GetCurrentSceneName returns the current scene as a string
func GetCurrentSceneName() string {
switch sceneConfig.CurrentScene {
case SceneDonut:
return "donut"
case SceneAsteroidField:
return "asteroids"
default:
return "unknown"
}
}
// UpdateAsteroidConfig allows external modules to update asteroid parameters
func UpdateAsteroidConfig(params AsteroidParams) {
sceneConfig.AsteroidSpawnRate = float64(params.SpawnRate)
sceneConfig.MaxAsteroids = params.MaxAsteroids
LogInfo("Asteroids", fmt.Sprintf("Asteroid config updated: spawn rate=%.1f, max=%d", params.SpawnRate, params.MaxAsteroids))
}
// ClearAllAsteroids removes all asteroids from the field
func ClearAllAsteroids() {
asteroidCount := len(asteroids)
asteroids = nil
LogInfo("Asteroids", fmt.Sprintf("Cleared %d asteroids from field", asteroidCount))
}
// GetCurrentFPS returns the current frames per second
func GetCurrentFPS() float64 {
return currentFPS
}
// GetWindowSize returns the current window dimensions
func GetWindowSize() (int, int) {
return currentWidth, currentHeight
}
// updateFPS calculates and updates the current FPS
func updateFPS() {
frameCount++
now := time.Now()
elapsed := now.Sub(lastFPSTime).Seconds()
if elapsed >= 1.0 { // Update FPS every second
currentFPS = float64(frameCount) / elapsed
frameCount = 0
lastFPSTime = now
}
}
func init() {
runtime.LockOSThread()
// Initialize scene viewport bounds
sceneConfig.ViewportBounds.MinX = -10.0
sceneConfig.ViewportBounds.MaxX = 10.0
sceneConfig.ViewportBounds.MinY = -7.5
sceneConfig.ViewportBounds.MaxY = 7.5
sceneConfig.ViewportBounds.MinZ = -5.0
sceneConfig.ViewportBounds.MaxZ = 5.0
// Initialize random seed
rand.Seed(time.Now().UnixNano())
}
func createWindow() (*glfw.Window, error) {
glfw.WindowHint(glfw.Resizable, glfw.True) // Enable resizing
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(currentWidth, currentHeight, "CUDA-Accelerated 3D Torus", nil, nil)
if err != nil {
return nil, err
}
window.MakeContextCurrent()
// Set up resize callback
window.SetSizeCallback(func(w *glfw.Window, width, height int) {
currentWidth = width
currentHeight = height
projectionNeedsUpdate = true
gl.Viewport(0, 0, int32(width), int32(height))
LogInfo("Window", fmt.Sprintf("Window resized to %dx%d", width, height))
})
return window, nil
}
// Generate torus vertices with triangulation
func generateTorusVertices(majorRadius, minorRadius float32, majorSegments, minorSegments int) []float32 {
vertices := make([]float32, 0, majorSegments*minorSegments*6*6) // 6 triangles per quad, 6 floats per vertex
for i := 0; i < majorSegments; i++ {
for j := 0; j < minorSegments; j++ {
// Current segment parameters
theta := 2.0 * math.Pi * float64(i) / float64(majorSegments)
phi := 2.0 * math.Pi * float64(j) / float64(minorSegments)
// Next segment parameters
nextTheta := 2.0 * math.Pi * float64((i+1)%majorSegments) / float64(majorSegments)
nextPhi := 2.0 * math.Pi * float64((j+1)%minorSegments) / float64(minorSegments)
// Calculate vertices for quad
v1 := calculateTorusVertex(majorRadius, minorRadius, float32(theta), float32(phi))
v2 := calculateTorusVertex(majorRadius, minorRadius, float32(nextTheta), float32(phi))
v3 := calculateTorusVertex(majorRadius, minorRadius, float32(nextTheta), float32(nextPhi))
v4 := calculateTorusVertex(majorRadius, minorRadius, float32(theta), float32(nextPhi))
// Add two triangles for each quad
// Triangle 1: v1, v2, v3
vertices = append(vertices, v1...)
vertices = append(vertices, v2...)
vertices = append(vertices, v3...)
// Triangle 2: v1, v3, v4
vertices = append(vertices, v1...)
vertices = append(vertices, v3...)
vertices = append(vertices, v4...)
}
}
return vertices
}
// Calculate a single torus vertex (position + color)
func calculateTorusVertex(majorRadius, minorRadius, theta, phi float32) []float32 {
cosTheta := float32(math.Cos(float64(theta)))
sinTheta := float32(math.Sin(float64(theta)))
cosPhi := float32(math.Cos(float64(phi)))
sinPhi := float32(math.Sin(float64(phi)))
x := (majorRadius + minorRadius*cosPhi) * cosTheta
y := (majorRadius + minorRadius*cosPhi) * sinTheta
z := minorRadius * sinPhi
// Base colors (will be modified by CUDA)
r := float32(0.5 + 0.5*math.Sin(float64(theta)))
g := float32(0.5 + 0.5*math.Sin(float64(phi)))
b := float32(0.5 + 0.5*math.Cos(float64(theta+phi)))
return []float32{x, y, z, r, g, b}
}
// CPU fallback for animation when CUDA is not available
func updateTorusCPU(vertices []float32, time float32) {
numVertices := len(vertices) / 6
for i := 0; i < numVertices; i++ {
vertexOffset := i * 6
// Get original position
x := vertices[vertexOffset+0]
y := vertices[vertexOffset+1]
z := vertices[vertexOffset+2]
// Calculate distance for color effect
distance := float32(math.Sqrt(float64(x*x + y*y + z*z)))
// Simple CPU-based color animation
pulse := float32(math.Sin(float64(time*2.0+distance*0.5)))*0.5 + 0.5
wave := float32(math.Sin(float64(time+float32(i)*0.1)))*0.3 + 0.7
vertices[vertexOffset+3] = pulse * wave // R
vertices[vertexOffset+4] = float32(math.Sin(float64(time*1.5+distance*0.3)))*0.4 + 0.6 // G
vertices[vertexOffset+5] = float32(math.Cos(float64(time*0.8+distance*0.7)))*0.5 + 0.5 // B
}
}
// Generate a detailed asteroid with complex geometry
func generateAsteroidVertices(complexity int, baseRadius float32) []float32 {
// Create an icosphere-like asteroid with random perturbations
vertices := make([]float32, 0, complexity*complexity*6*6)
segments := complexity
rings := complexity / 2
for i := 0; i < rings; i++ {
for j := 0; j < segments; j++ {
// Spherical coordinates with random perturbations
phi := math.Pi * float64(i) / float64(rings)
theta := 2.0 * math.Pi * float64(j) / float64(segments)
// Next ring/segment
nextPhi := math.Pi * float64(i+1) / float64(rings)
nextTheta := 2.0 * math.Pi * float64((j+1)%segments) / float64(segments)
// Generate 4 vertices for a quad with random perturbations
vertices1 := generateAsteroidVertex(phi, theta, baseRadius)
vertices2 := generateAsteroidVertex(phi, nextTheta, baseRadius)
vertices3 := generateAsteroidVertex(nextPhi, theta, baseRadius)
vertices4 := generateAsteroidVertex(nextPhi, nextTheta, baseRadius)
// Create two triangles from the quad
// Triangle 1
vertices = append(vertices, vertices1...)
vertices = append(vertices, vertices2...)
vertices = append(vertices, vertices3...)
// Triangle 2
vertices = append(vertices, vertices2...)
vertices = append(vertices, vertices4...)
vertices = append(vertices, vertices3...)
}
}
return vertices
}
func generateAsteroidVertex(phi, theta float64, baseRadius float32) []float32 {
// Add random perturbations to create irregular asteroid shape
radiusVariation := 0.3 + rand.Float32()*0.7 // 30-100% of base radius
bumpiness := 0.8 + rand.Float32()*0.4 // Additional surface variation
// Calculate base spherical position
r := float64(baseRadius * radiusVariation * bumpiness)
x := r * math.Sin(phi) * math.Cos(theta)
y := r * math.Sin(phi) * math.Sin(theta)
z := r * math.Cos(phi)
// Generate random colors (rocky asteroid colors)
colorVariation := 0.7 + rand.Float32()*0.3
red := (0.4 + rand.Float32()*0.3) * colorVariation // Brown/gray tones
green := (0.3 + rand.Float32()*0.2) * colorVariation
blue := (0.2 + rand.Float32()*0.2) * colorVariation
return []float32{
float32(x), float32(y), float32(z), // position
red, green, blue, // color
}
}
// Create a new asteroid entering from off-screen
func createNewAsteroid() Asteroid {
bounds := sceneConfig.ViewportBounds
// Get current asteroid parameters for configuration
asteroidParams := GetCurrentAsteroidParams()
// Spawn from random edge of viewport
var pos mgl32.Vec3
var vel mgl32.Vec3
edge := rand.Intn(4) // 0=left, 1=right, 2=top, 3=bottom
// Generate speed based on configurable parameters
baseSpeed := asteroidParams.MinSpeed + rand.Float32()*(asteroidParams.MaxSpeed-asteroidParams.MinSpeed)
switch edge {
case 0: // Left edge
pos = mgl32.Vec3{bounds.MinX - 2, bounds.MinY + rand.Float32()*(bounds.MaxY-bounds.MinY), bounds.MinZ + rand.Float32()*(bounds.MaxZ-bounds.MinZ)}
vel = mgl32.Vec3{baseSpeed, (rand.Float32() - 0.5) * baseSpeed * 0.5, (rand.Float32() - 0.5) * baseSpeed * 0.3}
case 1: // Right edge
pos = mgl32.Vec3{bounds.MaxX + 2, bounds.MinY + rand.Float32()*(bounds.MaxY-bounds.MinY), bounds.MinZ + rand.Float32()*(bounds.MaxZ-bounds.MinZ)}
vel = mgl32.Vec3{-baseSpeed, (rand.Float32() - 0.5) * baseSpeed * 0.5, (rand.Float32() - 0.5) * baseSpeed * 0.3}
case 2: // Top edge
pos = mgl32.Vec3{bounds.MinX + rand.Float32()*(bounds.MaxX-bounds.MinX), bounds.MaxY + 2, bounds.MinZ + rand.Float32()*(bounds.MaxZ-bounds.MinZ)}
vel = mgl32.Vec3{(rand.Float32() - 0.5) * baseSpeed * 0.5, -baseSpeed, (rand.Float32() - 0.5) * baseSpeed * 0.3}
case 3: // Bottom edge
pos = mgl32.Vec3{bounds.MinX + rand.Float32()*(bounds.MaxX-bounds.MinX), bounds.MinY - 2, bounds.MinZ + rand.Float32()*(bounds.MaxZ-bounds.MinZ)}
vel = mgl32.Vec3{(rand.Float32() - 0.5) * baseSpeed * 0.5, baseSpeed, (rand.Float32() - 0.5) * baseSpeed * 0.3}
}
// Random rotation
rotation := mgl32.Vec3{
rand.Float32() * 2 * math.Pi,
rand.Float32() * 2 * math.Pi,
rand.Float32() * 2 * math.Pi,
}
// Use configurable rotation speed
rotationSpeed := asteroidParams.RotationSpeed
rotationVel := mgl32.Vec3{
(rand.Float32() - 0.5) * rotationSpeed,
(rand.Float32() - 0.5) * rotationSpeed,
(rand.Float32() - 0.5) * rotationSpeed,
}
// Use configurable size range
scale := asteroidParams.MinSize + rand.Float32()*(asteroidParams.MaxSize-asteroidParams.MinSize)
// Generate complex geometry
complexity := 8 + rand.Intn(8) // 8-15 complexity
baseRadius := 0.5 + rand.Float32()*0.5
vertices := generateAsteroidVertices(complexity, baseRadius)
return Asteroid{
Position: pos,
Velocity: vel,
Rotation: rotation,
RotationVel: rotationVel,
Scale: scale,
Vertices: vertices,
Created: time.Now(),
}
}
// Transform asteroid vertices by position, rotation, and scale
func transformAsteroidVertices(asteroid Asteroid) []float32 {
transformed := make([]float32, len(asteroid.Vertices))
copy(transformed, asteroid.Vertices)
// Apply transformations to each vertex
for i := 0; i < len(transformed); i += 6 { // 6 floats per vertex (x,y,z,r,g,b)
// Get original position
x, y, z := transformed[i], transformed[i+1], transformed[i+2]
// Apply scale
x *= asteroid.Scale
y *= asteroid.Scale
z *= asteroid.Scale
// Apply rotation (simplified rotation around Y-axis primarily)
rotY := asteroid.Rotation.Y()
cosY, sinY := float32(math.Cos(float64(rotY))), float32(math.Sin(float64(rotY)))
newX := x*cosY - z*sinY
newZ := x*sinY + z*cosY
// Apply translation
transformed[i] = newX + asteroid.Position.X()
transformed[i+1] = y + asteroid.Position.Y()
transformed[i+2] = newZ + asteroid.Position.Z()
// Colors remain unchanged (i+3, i+4, i+5)
}
return transformed
}
// Update asteroid positions and handle bouncing
func updateAsteroids(deltaTime float32) {
bounds := sceneConfig.ViewportBounds
for i := range asteroids {
asteroid := &asteroids[i]
// Update position
asteroid.Position = asteroid.Position.Add(asteroid.Velocity.Mul(deltaTime))
// Update rotation
asteroid.Rotation = asteroid.Rotation.Add(asteroid.RotationVel.Mul(deltaTime))
// Boundary bouncing
bounced := false
if asteroid.Position.X() < bounds.MinX || asteroid.Position.X() > bounds.MaxX {
asteroid.Velocity[0] = -asteroid.Velocity[0]
bounced = true
}
if asteroid.Position.Y() < bounds.MinY || asteroid.Position.Y() > bounds.MaxY {
asteroid.Velocity[1] = -asteroid.Velocity[1]
bounced = true
}
if asteroid.Position.Z() < bounds.MinZ || asteroid.Position.Z() > bounds.MaxZ {
asteroid.Velocity[2] = -asteroid.Velocity[2]
bounced = true
}
// Add some randomness to bouncing to prevent repetitive patterns
if bounced {
asteroid.Velocity = asteroid.Velocity.Mul(0.8 + rand.Float32()*0.4) // 80-120% speed retention
// Slight random direction change
asteroid.Velocity[0] += (rand.Float32() - 0.5) * 0.2
asteroid.Velocity[1] += (rand.Float32() - 0.5) * 0.2
asteroid.Velocity[2] += (rand.Float32() - 0.5) * 0.1
}
}
// Remove old asteroids if we have too many
if len(asteroids) > sceneConfig.MaxAsteroids {
// Remove oldest asteroids
copy(asteroids, asteroids[len(asteroids)-sceneConfig.MaxAsteroids:])
asteroids = asteroids[:sceneConfig.MaxAsteroids]
}
}
func main() {
// Initialize logger first
initLogger()
// Initialize GLFW
if err := glfw.Init(); err != nil {
log.Fatalf("Failed to initialize GLFW: %v", err)
}
defer glfw.Terminate()
// Create window
window, err := createWindow()
if err != nil {
log.Fatalf("Failed to create window: %v", err)
}
// Set up keyboard callback for scene switching
window.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
if action == glfw.Press {
switch key {
case glfw.Key1:
sceneConfig.CurrentScene = SceneDonut
LogInfo("Scene", "Switched to Donut scene")
case glfw.Key2:
sceneConfig.CurrentScene = SceneAsteroidField
LogInfo("Scene", "Switched to Asteroid Field scene")
case glfw.KeyEscape:
window.SetShouldClose(true)
}
}
})
// Initialize OpenGL
if err := gl.Init(); err != nil {
log.Fatalf("Failed to initialize OpenGL: %v", err)
}
// Print OpenGL version
version := gl.GoStr(gl.GetString(gl.VERSION))
fmt.Printf("OpenGL version %s\n", version)
// Initialize CUDA
cudaEnabled := initCUDASystem()
defer cleanupCUDASystem()
// Initialize torus parameters
torusParams := TorusParams{
MajorRadius: 2.0,
MinorRadius: 0.5,
MajorSegments: 50,
MinorSegments: 30,
RotationSpeedX: 0.3,
RotationSpeedY: 0.5,
}
// Start web server in a goroutine
go StartWebServer(&torusParams, &cudaEnabled)
// Create shader program
program, err := newProgram(vertexShaderSource, fragmentShaderSource)
if err != nil {
log.Fatalf("Failed to create shader program: %v", err)
}
// Generate initial torus vertices
vertices := generateTorusVertices(torusParams.MajorRadius, torusParams.MinorRadius,
torusParams.MajorSegments, torusParams.MinorSegments)
// Create and bind VAO
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
// Create and bind VBO
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.DYNAMIC_DRAW)
// Set up vertex attributes
// Position attribute (location = 0)
gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 6*4, gl.PtrOffset(0))
gl.EnableVertexAttribArray(0)
// Color attribute (location = 1)
gl.VertexAttribPointer(1, 3, gl.FLOAT, false, 6*4, gl.PtrOffset(3*4))
gl.EnableVertexAttribArray(1)
// Configure OpenGL
gl.Enable(gl.DEPTH_TEST)
gl.ClearColor(0.1, 0.1, 0.1, 1.0)
// Get uniform locations
modelLoc := gl.GetUniformLocation(program, gl.Str("model\x00"))
viewLoc := gl.GetUniformLocation(program, gl.Str("view\x00"))
projLoc := gl.GetUniformLocation(program, gl.Str("projection\x00")) // Set up matrices
model := mgl32.Ident4()
view := mgl32.LookAtV(mgl32.Vec3{0, 0, 10}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
projection := mgl32.Perspective(mgl32.DegToRad(45.0), float32(currentWidth)/float32(currentHeight), 0.1, 100.0)
startTime := time.Now()
lastParams := torusParams
needsRegeneration := false
var allVertices []float32 // Combined vertices for current scene
// Initialize with torus vertices
allVertices = vertices
// Main render loop
for !window.ShouldClose() {
// Poll events
glfw.PollEvents()
currentTime := time.Now()
elapsed := float32(currentTime.Sub(startTime).Seconds())
deltaTime := float32(currentTime.Sub(startTime).Seconds()) // For physics updates // Update FPS
updateFPS()
// Update projection matrix if window was resized
if projectionNeedsUpdate {
projection = mgl32.Perspective(mgl32.DegToRad(45.0), float32(currentWidth)/float32(currentHeight), 0.1, 100.0)
projectionNeedsUpdate = false
}
// Scene-specific logic
switch sceneConfig.CurrentScene {
case SceneDonut:
// Check if parameters changed
currentParams := GetCurrentParams()
if currentParams.MajorRadius != lastParams.MajorRadius ||
currentParams.MinorRadius != lastParams.MinorRadius ||
currentParams.MajorSegments != lastParams.MajorSegments ||
currentParams.MinorSegments != lastParams.MinorSegments {
needsRegeneration = true
lastParams = currentParams
}
// Always update torusParams to include rotation speed changes
torusParams = currentParams
// Regenerate torus if parameters changed
if needsRegeneration {
vertices = generateTorusVertices(torusParams.MajorRadius, torusParams.MinorRadius,
torusParams.MajorSegments, torusParams.MinorSegments)
allVertices = vertices
needsRegeneration = false
}
// Update vertices using CUDA if available
if cudaEnabled {
LogInfo("RenderPath", fmt.Sprintf("Torus update: Using CUDA. Params: R=%.2f, r=%.2f, MajorSeg=%d, MinorSeg=%d, RotXSpeed=%.2f, RotYSpeed=%.2f",
torusParams.MajorRadius, torusParams.MinorRadius, torusParams.MajorSegments, torusParams.MinorSegments, torusParams.RotationSpeedX, torusParams.RotationSpeedY))
updateTorusVertices(vertices, elapsed, torusParams.MajorRadius, torusParams.MinorRadius)
updateTorusColors(vertices, elapsed)
} else {
LogInfo("RenderPath", fmt.Sprintf("Torus update: Using CPU. Params: R=%.2f, r=%.2f, MajorSeg=%d, MinorSeg=%d, RotXSpeed=%.2f, RotYSpeed=%.2f",
torusParams.MajorRadius, torusParams.MinorRadius, torusParams.MajorSegments, torusParams.MinorSegments, torusParams.RotationSpeedX, torusParams.RotationSpeedY))
updateTorusCPU(vertices, elapsed)
}
allVertices = vertices
case SceneAsteroidField:
// Spawn new asteroids
if currentTime.Sub(lastAsteroidSpawn).Seconds() >= sceneConfig.AsteroidSpawnRate {
if len(asteroids) < sceneConfig.MaxAsteroids {
newAsteroid := createNewAsteroid()
asteroids = append(asteroids, newAsteroid)
LogInfo("Asteroid", fmt.Sprintf("Spawned asteroid #%d. Total: %d", len(asteroids), len(asteroids)))
}
lastAsteroidSpawn = currentTime
}
// Update asteroid physics
updateAsteroids(deltaTime)
// Combine all asteroid vertices into a single buffer
totalFloats := 0
for _, asteroid := range asteroids {
totalFloats += len(asteroid.Vertices)
}
if totalFloats > 0 {
allVertices = make([]float32, 0, totalFloats) // Pre-allocate with capacity
if cudaEnabled && len(asteroids) > 0 {
// TODO: Implement CUDA batch transformation for asteroids.
// This function would take all asteroid data (positions, rotations, scales, base vertices)
// and output the fully transformed allVertices slice.
// e.g., allVertices = transformAllAsteroidsCUDA(asteroids, deltaTime) // Future implementation
LogInfo("RenderPath", fmt.Sprintf("Asteroid transform: Using CUDA path (placeholder with CPU logic for %d asteroids)", len(asteroids)))
// Placeholder: still uses CPU logic but under CUDA flag for now
for _, asteroid := range asteroids {
transformedVertices := transformAsteroidVertices(asteroid) // Existing CPU func
allVertices = append(allVertices, transformedVertices...)
}
} else if len(asteroids) > 0 { // Handles !cudaEnabled or (cudaEnabled && len(asteroids) == 0)
LogInfo("RenderPath", fmt.Sprintf("Asteroid transform: Using CPU path for %d asteroids", len(asteroids)))
for _, asteroid := range asteroids {
transformedVertices := transformAsteroidVertices(asteroid)
allVertices = append(allVertices, transformedVertices...)
}
} else {
// No asteroids to render
allVertices = nil
}
} else {
// No asteroids, so no vertices
allVertices = nil
}
}
// Update VBO with vertex data for current scene
if len(allVertices) > 0 {
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(allVertices)*4, gl.Ptr(allVertices), gl.DYNAMIC_DRAW)
}
// Clear screen
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// Use shader program
gl.UseProgram(program)
// Set different camera and rendering for each scene
switch sceneConfig.CurrentScene {
case SceneDonut:
// Update model matrix with rotation animation using dynamic speeds
currentParams := GetCurrentParams()
rotY := float32(elapsed * currentParams.RotationSpeedY)
rotX := float32(elapsed * currentParams.RotationSpeedX)
// Create rotation matrices manually
cosY, sinY := float32(math.Cos(float64(rotY))), float32(math.Sin(float64(rotY)))
cosX, sinX := float32(math.Cos(float64(rotX))), float32(math.Sin(float64(rotX)))
// Y rotation matrix
rotMatY := mgl32.Mat4{
cosY, 0, sinY, 0,
0, 1, 0, 0,
-sinY, 0, cosY, 0,
0, 0, 0, 1,
}
// X rotation matrix
rotMatX := mgl32.Mat4{
1, 0, 0, 0,
0, cosX, -sinX, 0,
0, sinX, cosX, 0,
0, 0, 0, 1,
}
// Combine rotations
model = rotMatY.Mul4(rotMatX)
case SceneAsteroidField:
// Static camera view for asteroid field
model = mgl32.Ident4()
// Slightly different camera angle for asteroid field
view = mgl32.LookAtV(mgl32.Vec3{0, 2, 8}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
}
// Set matrices
gl.UniformMatrix4fv(modelLoc, 1, false, &model[0])
gl.UniformMatrix4fv(viewLoc, 1, false, &view[0])
gl.UniformMatrix4fv(projLoc, 1, false, &projection[0])
// Draw the current scene
if len(allVertices) > 0 {
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(allVertices)/6))
}
// Swap buffers
window.SwapBuffers()
}
}
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