chaos game

This commit is contained in:
2025-11-08 23:55:05 +01:00
parent db1bbd6d0a
commit ba02b9e3ed
2 changed files with 35 additions and 72 deletions

View File

@@ -1,46 +1,30 @@
#version 460 core
layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
layout(location = 0) uniform uint triangleCount;
layout(std430, binding = 3) buffer layoutName
{
layout(std430, binding = 3) buffer layoutName {
vec2 o_Points[];
};
// 1 -> 1
// 2 -> 3
// 3 -> 9
// 4 -> 27
// 5 -> 81
// 6 -> 243
// ...
// 4 27
// 1 + 3 + 9 = 13
// Sn = ((3^n)-1)/2
// S3 = 3^3 - 1 / 2
// 3^4
// gl_NumWorkGroups : This variable contains the number of work groups passed to the dispatch function.
// gl_WorkGroupID : This is the current work group for this shader invocation. Each of the XYZ components will be on the half-open range [0, gl_NumWorkGroups.XYZ).
// gl_LocalInvocationID : This is the current invocation of the shader within the work group. Each of the XYZ components will be on the half-open range [0, gl_WorkGroupSize.XYZ).
// avant : 1 3 9
// après : 3 9 27
// count : 1 3 9
layout(local_size_x = 64) in;
void main()
{
uint currentPoint = gl_GlobalInvocationID.x;
if (currentPoint >= triangleCount)
return;
uint offset = (triangleCount - 1) / 2;
uint firstPointIndex = offset * 3 + 1;
o_Points[firstPointIndex + currentPoint * 3] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
o_Points[firstPointIndex + currentPoint * 3 + 2] = o_Points[offset + currentPoint] / 2 + vec2(0.5, -0.5);
highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
void main() {
const uint total = gl_NumWorkGroups.x * gl_WorkGroupSize.x;
uint currentPoint = gl_GlobalInvocationID.x;
uint index = uint(rand(o_Points[currentPoint] + currentPoint) * 69);
if (index % 3 == 0) {
o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0, 0.36);
} else if (index % 3 == 1) {
o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(-0.5, -0.5);
} else {
o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0.5, -0.5);
}
}