generated from Persson-dev/OpenGLComputeShader
chaos game
This commit is contained in:
@@ -1,46 +1,30 @@
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#version 460 core
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#version 460 core
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layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
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layout(std430, binding = 3) buffer layoutName {
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layout(location = 0) uniform uint triangleCount;
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layout(std430, binding = 3) buffer layoutName
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{
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vec2 o_Points[];
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vec2 o_Points[];
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};
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};
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// 1 -> 1
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// 2 -> 3
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// 3 -> 9
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// 4 -> 27
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// 5 -> 81
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// 6 -> 243
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// ...
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// 4 27
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// 1 + 3 + 9 = 13
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// Sn = ((3^n)-1)/2
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// S3 = 3^3 - 1 / 2
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// 3^4
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// gl_NumWorkGroups : This variable contains the number of work groups passed to the dispatch function.
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// 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).
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// 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).
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// avant : 1 3 9
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// après : 3 9 27
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// count : 1 3 9
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layout(local_size_x = 64) in;
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layout(local_size_x = 64) in;
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void main()
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{
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uint currentPoint = gl_GlobalInvocationID.x;
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if (currentPoint >= triangleCount)
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return;
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uint offset = (triangleCount - 1) / 2;
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highp float rand(vec2 co)
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uint firstPointIndex = offset * 3 + 1;
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{
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o_Points[firstPointIndex + currentPoint * 3] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
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highp float a = 12.9898;
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o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
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highp float b = 78.233;
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o_Points[firstPointIndex + currentPoint * 3 + 2] = o_Points[offset + currentPoint] / 2 + vec2(0.5, -0.5);
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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void main() {
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const uint total = gl_NumWorkGroups.x * gl_WorkGroupSize.x;
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uint currentPoint = gl_GlobalInvocationID.x;
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uint index = uint(rand(o_Points[currentPoint] + currentPoint) * 69);
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if (index % 3 == 0) {
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o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0, 0.36);
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} else if (index % 3 == 1) {
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o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(-0.5, -0.5);
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} else {
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o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0.5, -0.5);
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}
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}
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}
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47
src/Main.cpp
47
src/Main.cpp
@@ -139,7 +139,7 @@ int main()
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GLuint vertexBuffer;
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GLuint vertexBuffer;
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glCreateBuffers(1, &vertexBuffer);
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glCreateBuffers(1, &vertexBuffer);
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constexpr int DEPTH = 14;
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constexpr int DEPTH = 6;
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auto vertices = GetPoints(DEPTH);
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auto vertices = GetPoints(DEPTH);
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@@ -157,40 +157,19 @@ int main()
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Timer timer;
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Timer timer;
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constexpr int PARTICLE_COUNT = 64 * 5000;
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GLuint ssbo;
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GLuint ssbo;
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glGenBuffers(1, &ssbo);
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glGenBuffers(1, &ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * vertices.size(), nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT, nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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float lastTime = (float)glfwGetTime();
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float lastTime = (float)glfwGetTime();
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int fps = 0;
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int fps = 0;
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float secondsTimer = 0.0f;
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float secondsTimer = 0.0f;
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// Compute
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glUseProgram(s_ComputeShader);
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glBindImageTexture(0, fb.ColorAttachment.Handle, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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std::size_t count = 1;
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for (std::size_t i = 0; i < DEPTH; i++)
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{
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glUniform1ui(0, count);
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std::cout << count << std::endl;
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int dispatchCount = (count - 1) / 64 + 1;
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std::cout << "DC : " <<dispatchCount<< std::endl;
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glDispatchCompute(dispatchCount, 1, 1);
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// Ensure all writes to the image are complete
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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count *= 3;
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}
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std::cout << "Generated points in " << timer.ElapsedMillis() << " ms\n";
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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// ScopedTimer timer("Main Loop");
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// ScopedTimer timer("Main Loop");
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@@ -219,19 +198,19 @@ int main()
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AttachTextureToFramebuffer(fb, computeShaderTexture);
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AttachTextureToFramebuffer(fb, computeShaderTexture);
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}
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}
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// Compute
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glUseProgram(s_ComputeShader);
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glDispatchCompute(PARTICLE_COUNT / 64, 1, 1);
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// Ensure all writes to the image are complete
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// Graphics
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// Graphics
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glBindFramebuffer(GL_FRAMEBUFFER, fb.Handle);
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glUseProgram(s_GraphicsShader);
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glUseProgram(s_GraphicsShader);
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glBindVertexArray(vertexArray);
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glBindVertexArray(vertexArray);
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glDrawArraysInstanced(GL_POINTS, 0, 1, vertices.size());
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glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Blit
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{
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BlitFramebufferToSwapchain(fb);
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}
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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