Create 2D_lensing.cpp
- working curvature in 2D issues: -> very strong -> issues with conversions (me is stupi)
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2D_lensing.cpp
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276
2D_lensing.cpp
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <vector>
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#include <iostream>
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#define _USE_MATH_DEFINES
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#include <cmath>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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using namespace glm;
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using namespace std;
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// --- VARS --- //
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float G = 6.67430 * pow(10, -11);
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float solarMass = 1.989 * pow(10, 30); // kg
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float M = solarMass * 4297000.0f; // kg
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float c = 299792458.0f; // m/s
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vec2 blackHolePos = vec2(400.0f, 300.0f);
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// --- CONVERSIONS --- //
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float MtoPx = c / 1000.0f; // pixels per km - lights travels 1kpx/s
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float PxToM = 1.0f / MtoPx; // pixels to meters
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struct Ray;
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void rk4Step(Ray& ray, double dλ, double rs);
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// --- STRUCTS --- //
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struct Ray {
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// -- cartesian coords -- //
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double x; double y;
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// -- polar coords -- //
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double r; double phi;
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double dr; double dphi;
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std::vector<vec2> trail; // ← store past positions
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Ray(vec2 pos, vec2 vel) : x(pos[0]) {
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// step 1) store pos & dist :
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x = pos.x; y = pos.y;
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double dx_m = (x - blackHolePos.x) * MtoPx;
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double dy_m = (y - blackHolePos.y) * MtoPx;
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// step 2) get polar coords (r, phi) :
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r = sqrt(dx_m * dx_m + dy_m * dy_m); // m
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phi = atan2(dy_m, dx_m); // radians
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// step 3) seed velocities :
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dr = vel.x * cos(phi) + vel.y * sin(phi); // m/s
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dphi = ( -vel.x * sin(phi) + vel.y * cos(phi) ) / r;
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// step 4) start trail :
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trail.push_back({x, y});
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}
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void step(double dλ, double rs) {
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rk4Step(*this, dλ, rs); // evolve physics (r,φ,dr,dφ)
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// Convert back to screen space
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x = blackHolePos.x + r * cos(phi) * PxToM;
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y = blackHolePos.y + r * sin(phi) * PxToM;
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trail.push_back({x, y});
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}
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};
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struct physics {
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float r_s = 2 * G * M / (c * c); // m
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float pxWidth = 15.0f; // width of black hole in pixels
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// Schwarzschild radius
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float meterToPx = pxWidth / r_s; // 1 meter to pixels
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float pxToMeter = r_s / pxWidth; // pixels to meters
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float rs_m() {
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return r_s * meterToPx; // convert to pixels
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}
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};
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struct Engine {
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GLFWwindow* window;
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int WIDTH = 800;
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int HEIGHT = 600;
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std::vector<Ray>* raysPtr = nullptr;
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Engine() {
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window = StartGLFW();
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glfwSetWindowUserPointer(this->window, this);
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glfwSetMouseButtonCallback(this->window, this->mouseButtonCallback);
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}
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GLFWwindow* StartGLFW() {
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if (!glfwInit()) {
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std::cerr << "glfw failed init, PANIC PANIC!" << std::endl;
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return nullptr;
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}
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "ray tracer", NULL, NULL);
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glfwMakeContextCurrent(window);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW." << std::endl;
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glfwTerminate();
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return nullptr;
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glViewport(0, 0, WIDTH, HEIGHT);
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// ←––– ADD THIS: set up a 0…WIDTH, 0…HEIGHT orthographic projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, WIDTH, // left, right
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0.0, HEIGHT, // bottom, top
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-1.0, 1.0); // near, far
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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return window;
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}
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void renderScreen(float r, std::vector<Ray>& rays) {
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this->draw(rays);
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this->drawCircle(blackHolePos.x, blackHolePos.y, r, 100);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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void drawCircle(float cx, float cy, float r, int segments) {
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glColor3f(1.0f, 0.0f, 0.0f);
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(cx, cy); // center
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for (int i = 0; i <= segments; ++i) {
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float angle = 2.0f * M_PI * i / segments;
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float x = r * cos(angle);
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float y = r * sin(angle);
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glVertex2f(cx + x, cy + y);
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}
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glEnd();
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}
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void draw(const std::vector<Ray>& rays) {
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// draw current ray positions as points
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glPointSize(2.0f);
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glColor3f(0.0f, 0.0f, 0.0f);
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glBegin(GL_POINTS);
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for (const auto& ray : rays) {
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glVertex2f(ray.x, ray.y);
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}
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glEnd();
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// turn on blending for the trails
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(1.0f);
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// draw each trail with fading alpha
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for (const auto& ray : rays) {
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size_t N = ray.trail.size();
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if (N < 2) continue;
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glBegin(GL_LINE_STRIP);
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for (size_t i = 0; i < N; ++i) {
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// older points (i=0) get alpha≈0, newer get alpha≈1
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float alpha = float(i) / float(N - 1);
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glColor4f(1.0f, 1.0f, 1.0f, std::max(alpha, 1.05f));
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glVertex2f(ray.trail[i].x, ray.trail[i].y);
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}
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glEnd();
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}
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glDisable(GL_BLEND);
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}
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static void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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Engine* engine = static_cast<Engine*>(glfwGetWindowUserPointer(window));
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if (engine->raysPtr) {
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for (int i = 0; i < 100; ++i) {
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float y = 100 + i * 4;
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engine->raysPtr->push_back({ vec2(800.0f, y), vec2(-c / 100.0f, 0.0f) });
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}
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}
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}
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}
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};
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void geodesicRHS(const Ray& ray, double rhs[4], double rs) {
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double r = ray.r;
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double dr = ray.dr;
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double dphi = ray.dphi;
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double f = 1.0 - rs / r;
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rhs[0] = dr;
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rhs[1] = dphi;
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rhs[2] = -(rs / (2.0 * r * r)) * ( (dr * dr) / f + f * r * r * dphi * dphi );
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rhs[3] = -2.0 * dr * dphi / r;
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}
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void addState(const double a[4], const double b[4], double factor, double out[4]) {
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for (int i = 0; i < 4; i++)
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out[i] = a[i] + b[i] * factor;
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}
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void rk4Step(Ray& ray, double dλ, double rs) {
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double y0[4] = { ray.r, ray.phi, ray.dr, ray.dphi };
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double k1[4], k2[4], k3[4], k4[4], temp[4];
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// k1
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geodesicRHS(ray, k1, rs);
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// k2
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addState(y0, k1, dλ/2.0, temp);
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Ray r2 = ray;
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r2.r = temp[0]; r2.phi = temp[1]; r2.dr = temp[2]; r2.dphi = temp[3];
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geodesicRHS(r2, k2, rs);
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// k3
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addState(y0, k2, dλ/2.0, temp);
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Ray r3 = ray;
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r3.r = temp[0]; r3.phi = temp[1]; r3.dr = temp[2]; r3.dphi = temp[3];
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geodesicRHS(r3, k3, rs);
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// k4
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addState(y0, k3, dλ, temp);
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Ray r4 = ray;
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r4.r = temp[0]; r4.phi = temp[1]; r4.dr = temp[2]; r4.dphi = temp[3];
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geodesicRHS(r4, k4, rs);
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// Final update
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ray.r += (dλ/6.0) * (k1[0] + 2*k2[0] + 2*k3[0] + k4[0]);
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ray.phi += (dλ/6.0) * (k1[1] + 2*k2[1] + 2*k3[1] + k4[1]);
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ray.dr += (dλ/6.0) * (k1[2] + 2*k2[2] + 2*k3[2] + k4[2]);
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ray.dphi += (dλ/6.0) * (k1[3] + 2*k2[3] + 2*k3[3] + k4[3]);
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}
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// --- MAIN --- //
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int main() {
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Engine engine;
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physics phys;
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std::vector<Ray> rays;
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// Init rays
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for (int i = 0; i < 150; ++i) {
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float y = 50 + i * 4;
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rays.push_back({ vec2(800.0f, y), vec2(-c / 100.0f, 0.0f) });
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}
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//rays.push_back({ vec2(800.0f, 300.0f), vec2(-c, 0.0f) });
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// point engine to rays vector
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engine.raysPtr = &rays;
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double rs_m = phys.r_s;
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// --- LOOP --- //
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while (!glfwWindowShouldClose(engine.window)) {
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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// Update rays
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float dt = 0.1f;
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for (auto& ray : rays) {
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// - Check Event Horizon - //
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if (length(vec2(ray.x, ray.y) - blackHolePos) < phys.rs_m()) continue;
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ray.step(dt, phys.rs_m()); // evolve physics (r,φ,dr,dφ)
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}
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// Render scene
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engine.renderScreen(phys.rs_m(), rays);
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}
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return 0;
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}
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