big refactor

This commit is contained in:
2025-11-09 00:11:12 +01:00
parent ba02b9e3ed
commit 60e0b29d07
6 changed files with 132 additions and 164 deletions

View File

@@ -3,36 +3,32 @@
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#include "Renderer.h"
#include "Shader.h"
#include <chrono>
class Timer
{
public:
Timer() { Reset(); }
void Reset() { m_Start = std::chrono::high_resolution_clock::now(); }
float Elapsed() const { return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() * 0.001f * 0.001f; }
float ElapsedMillis() const { return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() * 0.001f; }
constexpr int PARTICLE_COUNT = 64 * 5000;
private:
std::chrono::time_point<std::chrono::high_resolution_clock> m_Start;
};
class ScopedTimer
{
public:
ScopedTimer(std::string_view name) : m_Name(name) {}
~ScopedTimer()
{
float time = m_Timer.ElapsedMillis();
std::cout << m_Name << " - " << time << "ms\n";
class Timer {
public:
Timer() {
Reset();
}
void Reset() {
m_Start = std::chrono::high_resolution_clock::now();
}
float Elapsed() const {
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() *
0.001f * 0.001f;
}
float ElapsedMillis() const {
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() *
0.001f;
}
private:
Timer m_Timer;
std::string m_Name;
private:
std::chrono::time_point<std::chrono::high_resolution_clock> m_Start;
};
static uint32_t s_ComputeShader = -1;
@@ -41,57 +37,51 @@ static const std::filesystem::path s_ComputeShaderPath = "Shaders/Compute.glsl";
static const std::filesystem::path s_VertexShaderPath = "Shaders/Vertex.glsl";
static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.glsl";
static void ErrorCallback(int error, const char *description)
{
static void ErrorCallback(int error, const char* description) {
std::cerr << "Error: " << description << std::endl;
}
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS)
return;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (key == GLFW_KEY_R)
{
if (key == GLFW_KEY_R) {
s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
}
}
std::vector<float> GenPoints(float x, float y)
{
x /= 2;
y /= 2;
return {
x, y + 0.36f,
x - 0.5f, y - 0.5f,
x + 0.5f, y - 0.5f};
static GLuint CreateDummyVAO() {
GLuint vertexArray;
glCreateVertexArrays(1, &vertexArray);
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
// Buffer with just one point
float vertices[] = {0.0f, 0.0f};
glNamedBufferData(vertexBuffer, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 2);
glEnableVertexArrayAttrib(vertexArray, 0);
glVertexArrayAttribFormat(vertexArray, 0, 2, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertexArray, 0, 0);
return vertexArray;
}
std::vector<float> GetPoints(int depth)
{
std::vector<float> result = {0.0f, 0.0f};
std::size_t offset = 0;
std::size_t count = 1;
for (std::size_t i = 1; i < depth; i++)
{
for (std::size_t j = 0; j < count; j++)
{
std::size_t index = offset + j * 2;
auto newPoints = GenPoints(result[index], result[index + 1]);
result.insert(result.end(), newPoints.begin(), newPoints.end());
}
offset += count * 2;
count *= 3;
}
return result;
static void CreateGpuBuffer(std::size_t a_Size) {
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * a_Size, nullptr,
GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
}
int main()
{
static GLFWwindow* InitWindow() {
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
@@ -103,9 +93,8 @@ int main()
int width = 1280;
int height = 720;
GLFWwindow *window = glfwCreateWindow(width, height, "Compute", NULL, NULL);
if (!window)
{
GLFWwindow* window = glfwCreateWindow(width, height, "", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
@@ -117,61 +106,37 @@ int main()
glfwSwapInterval(1);
s_ComputeShader = CreateComputeShader(s_ComputeShaderPath);
if (s_ComputeShader == -1)
{
if (s_ComputeShader == -1) {
std::cerr << "Compute shader failed\n";
return -1;
return nullptr;
}
s_GraphicsShader = CreateGraphicsShader(s_VertexShaderPath, s_FragmentShaderPath);
if (s_GraphicsShader == -1)
{
if (s_GraphicsShader == -1) {
std::cerr << "Graphics shader failed\n";
return -1;
return nullptr;
}
Texture computeShaderTexture = CreateTexture(width, height);
Framebuffer fb = CreateFramebufferWithTexture(computeShaderTexture);
return window;
}
GLuint vertexArray;
glCreateVertexArrays(1, &vertexArray);
int main() {
GLFWwindow* window = InitWindow();
if (!window)
return -1;
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
auto vertexArray = CreateDummyVAO();
constexpr int DEPTH = 6;
auto vertices = GetPoints(DEPTH);
glNamedBufferData(vertexBuffer, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 2);
glEnableVertexArrayAttrib(vertexArray, 0);
glEnableVertexArrayAttrib(vertexArray, 1);
glVertexArrayAttribFormat(vertexArray, 0, 2, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertexArray, 0, 0);
glVertexArrayAttribBinding(vertexArray, 1, 0);
Timer timer;
constexpr int PARTICLE_COUNT = 64 * 5000;
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT, nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
CreateGpuBuffer(PARTICLE_COUNT);
float lastTime = (float)glfwGetTime();
int fps = 0;
float secondsTimer = 0.0f;
while (!glfwWindowShouldClose(window))
{
glBindVertexArray(vertexArray);
while (!glfwWindowShouldClose(window)) {
// ScopedTimer timer("Main Loop");
float currentTime = (float)glfwGetTime();
@@ -179,8 +144,7 @@ int main()
lastTime = currentTime;
secondsTimer += dt;
if (secondsTimer >= 1.0f)
{
if (secondsTimer >= 1.0f) {
std::string title = "FPS : " + std::to_string(fps);
glfwSetWindowTitle(window, title.c_str());
@@ -188,18 +152,7 @@ int main()
fps = 0;
}
glfwGetFramebufferSize(window, &width, &height);
// Resize texture
if (width != computeShaderTexture.Width || height != computeShaderTexture.Height)
{
glDeleteTextures(1, &computeShaderTexture.Handle);
computeShaderTexture = CreateTexture(width, height);
AttachTextureToFramebuffer(fb, computeShaderTexture);
}
// Compute
glUseProgram(s_ComputeShader);
glDispatchCompute(PARTICLE_COUNT / 64, 1, 1);
@@ -209,7 +162,6 @@ int main()
// Graphics
glUseProgram(s_GraphicsShader);
glBindVertexArray(vertexArray);
glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
glfwSwapBuffers(window);

View File

@@ -5,8 +5,7 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
Texture CreateTexture(int width, int height)
{
Texture CreateTexture(int width, int height) {
Texture result;
result.Width = width;
result.Height = height;
@@ -24,21 +23,17 @@ Texture CreateTexture(int width, int height)
return result;
}
Texture LoadTexture(const std::filesystem::path& path)
{
Texture LoadTexture(const std::filesystem::path& path) {
int width, height, channels;
std::string filepath = path.string();
unsigned char* data = stbi_load(filepath.c_str(), &width, &height, &channels, 0);
if (!data)
{
if (!data) {
std::cerr << "Failed to load texture: " << filepath << "\n";
return {};
}
GLenum format = channels == 4 ? GL_RGBA :
channels == 3 ? GL_RGB :
channels == 1 ? GL_RED : 0;
GLenum format = channels == 4 ? GL_RGBA : channels == 3 ? GL_RGB : channels == 1 ? GL_RED : 0;
Texture result;
result.Width = width;
@@ -47,7 +42,7 @@ Texture LoadTexture(const std::filesystem::path& path)
glCreateTextures(GL_TEXTURE_2D, 1, &result.Handle);
glTextureStorage2D(result.Handle, 1, (format == GL_RGBA ? GL_RGBA8 : GL_RGB8), width, height);
glTextureSubImage2D(result.Handle, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, data);
glTextureParameteri(result.Handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -62,14 +57,12 @@ Texture LoadTexture(const std::filesystem::path& path)
return result;
}
Framebuffer CreateFramebufferWithTexture(const Texture texture)
{
Framebuffer CreateFramebufferWithTexture(const Texture texture) {
Framebuffer result;
glCreateFramebuffers(1, &result.Handle);
if (!AttachTextureToFramebuffer(result, texture))
{
if (!AttachTextureToFramebuffer(result, texture)) {
glDeleteFramebuffers(1, &result.Handle);
return {};
}
@@ -77,12 +70,10 @@ Framebuffer CreateFramebufferWithTexture(const Texture texture)
return result;
}
bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture)
{
bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture) {
glNamedFramebufferTexture(framebuffer.Handle, GL_COLOR_ATTACHMENT0, texture.Handle, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cerr << "Framebuffer is not complete!" << std::endl;
return false;
}
@@ -91,12 +82,11 @@ bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture)
return true;
}
void BlitFramebufferToSwapchain(const Framebuffer framebuffer)
{
void BlitFramebufferToSwapchain(const Framebuffer framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.Handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // swapchain
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // swapchain
glBlitFramebuffer(0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Source rect
0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Destination rect
glBlitFramebuffer(0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Source rect
0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Destination rect
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}

View File

@@ -6,15 +6,13 @@
#include <filesystem>
struct Texture
{
struct Texture {
GLuint Handle = 0;
uint32_t Width = 0;
uint32_t Height = 0;
};
struct Framebuffer
{
struct Framebuffer {
GLuint Handle = 0;
Texture ColorAttachment;
};

View File

@@ -1,17 +1,15 @@
#include "Shader.h"
#include <iostream>
#include <fstream>
#include <iostream>
#include <vector>
#include <glad/glad.h>
static std::string ReadTextFile(const std::filesystem::path& path)
{
static std::string ReadTextFile(const std::filesystem::path& path) {
std::ifstream file(path);
if (!file.is_open())
{
if (!file.is_open()) {
std::cerr << "Failed to open file: " << path.string() << std::endl;
return {};
}
@@ -21,8 +19,7 @@ static std::string ReadTextFile(const std::filesystem::path& path)
return contentStream.str();
}
uint32_t CreateComputeShader(const std::filesystem::path& path)
{
uint32_t CreateComputeShader(const std::filesystem::path& path) {
std::string shaderSource = ReadTextFile(path);
GLuint shaderHandle = glCreateShader(GL_COMPUTE_SHADER);
@@ -34,8 +31,7 @@ uint32_t CreateComputeShader(const std::filesystem::path& path)
GLint isCompiled = 0;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
@@ -54,14 +50,13 @@ uint32_t CreateComputeShader(const std::filesystem::path& path)
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
if (isLinked == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
std::cerr << infoLog.data() << std::endl;
glDeleteProgram(program);
@@ -74,8 +69,7 @@ uint32_t CreateComputeShader(const std::filesystem::path& path)
return program;
}
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path)
{
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path) {
uint32_t newShaderHandle = CreateComputeShader(path);
// Return old shader if compilation failed
@@ -86,8 +80,7 @@ uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path&
return newShaderHandle;
}
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
{
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath) {
std::string vertexShaderSource = ReadTextFile(vertexPath);
std::string fragmentShaderSource = ReadTextFile(fragmentPath);
@@ -102,8 +95,7 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
GLint isCompiled = 0;
glGetShaderiv(vertexShaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(vertexShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
@@ -127,8 +119,7 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
isCompiled = 0;
glGetShaderiv(fragmentShaderHandle, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(fragmentShaderHandle, GL_INFO_LOG_LENGTH, &maxLength);
@@ -150,8 +141,7 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
if (isLinked == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
@@ -172,8 +162,8 @@ uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std
return program;
}
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath)
{
uint32_t ReloadGraphicsShader(
uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath) {
uint32_t newShaderHandle = CreateGraphicsShader(vertexPath, fragmentPath);
// Return old shader if compilation failed

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@@ -6,4 +6,5 @@ uint32_t CreateComputeShader(const std::filesystem::path& path);
uint32_t ReloadComputeShader(uint32_t shaderHandle, const std::filesystem::path& path);
uint32_t CreateGraphicsShader(const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
uint32_t ReloadGraphicsShader(uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);
uint32_t ReloadGraphicsShader(
uint32_t shaderHandle, const std::filesystem::path& vertexPath, const std::filesystem::path& fragmentPath);