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

@@ -139,7 +139,7 @@ int main()
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
constexpr int DEPTH = 14;
constexpr int DEPTH = 6;
auto vertices = GetPoints(DEPTH);
@@ -157,40 +157,19 @@ int main()
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) * vertices.size(), nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT, nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
float lastTime = (float)glfwGetTime();
int fps = 0;
float secondsTimer = 0.0f;
// Compute
glUseProgram(s_ComputeShader);
glBindImageTexture(0, fb.ColorAttachment.Handle, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
std::size_t count = 1;
for (std::size_t i = 0; i < DEPTH; i++)
{
glUniform1ui(0, count);
std::cout << count << std::endl;
int dispatchCount = (count - 1) / 64 + 1;
std::cout << "DC : " <<dispatchCount<< std::endl;
glDispatchCompute(dispatchCount, 1, 1);
// Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
count *= 3;
}
std::cout << "Generated points in " << timer.ElapsedMillis() << " ms\n";
while (!glfwWindowShouldClose(window))
{
// ScopedTimer timer("Main Loop");
@@ -219,19 +198,19 @@ int main()
AttachTextureToFramebuffer(fb, computeShaderTexture);
}
// Compute
glUseProgram(s_ComputeShader);
glDispatchCompute(PARTICLE_COUNT / 64, 1, 1);
// Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Graphics
glBindFramebuffer(GL_FRAMEBUFFER, fb.Handle);
glUseProgram(s_GraphicsShader);
glBindVertexArray(vertexArray);
glDrawArraysInstanced(GL_POINTS, 0, 1, vertices.size());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Blit
{
BlitFramebufferToSwapchain(fb);
}
glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
glfwSwapBuffers(window);
glfwPollEvents();