generated from Persson-dev/OpenGLComputeShader
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.vscode/compile_commands.json
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16
.vscode/compile_commands.json
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[
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{
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"directory": "/home/simon/Programmation/GPUCompute",
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"arguments": ["/usr/bin/g++", "-c", "-m64", "-isystem", "/usr/include/X11/dri", "-isystem", "/home/simon/.xmake/packages/g/glad/v0.1.36/9e3539cb78a3425b96246554411a0b79/include", "-isystem", "/home/simon/.xmake/packages/g/glm/1.0.2/f8fba32531124eb38c4833bdc558de88/include", "-isystem", "/home/simon/.xmake/packages/s/stb/2025.03.14/67005fc11486400896028eb775a57270/include", "-isystem", "/home/simon/.xmake/packages/s/stb/2025.03.14/67005fc11486400896028eb775a57270/include/stb", "-o", "build/.objs/App/linux/x86_64/release/src/Shader.cpp.o", "src/Shader.cpp"],
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"file": "src/Shader.cpp"
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},
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{
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"directory": "/home/simon/Programmation/GPUCompute",
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"arguments": ["/usr/bin/g++", "-c", "-m64", "-isystem", "/usr/include/X11/dri", "-isystem", "/home/simon/.xmake/packages/g/glad/v0.1.36/9e3539cb78a3425b96246554411a0b79/include", "-isystem", "/home/simon/.xmake/packages/g/glm/1.0.2/f8fba32531124eb38c4833bdc558de88/include", "-isystem", "/home/simon/.xmake/packages/s/stb/2025.03.14/67005fc11486400896028eb775a57270/include", "-isystem", "/home/simon/.xmake/packages/s/stb/2025.03.14/67005fc11486400896028eb775a57270/include/stb", "-o", "build/.objs/App/linux/x86_64/release/src/Renderer.cpp.o", "src/Renderer.cpp"],
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"file": "src/Renderer.cpp"
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},
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{
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"directory": "/home/simon/Programmation/GPUCompute",
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"arguments": ["/usr/bin/g++", "-c", "-m64", "-isystem", "/usr/include/X11/dri", "-isystem", "/home/simon/.xmake/packages/g/glad/v0.1.36/9e3539cb78a3425b96246554411a0b79/include", "-isystem", "/home/simon/.xmake/packages/g/glm/1.0.2/f8fba32531124eb38c4833bdc558de88/include", "-isystem", "/home/simon/.xmake/packages/s/stb/2025.03.14/67005fc11486400896028eb775a57270/include", "-isystem", "/home/simon/.xmake/packages/s/stb/2025.03.14/67005fc11486400896028eb775a57270/include/stb", "-o", "build/.objs/App/linux/x86_64/release/src/Main.cpp.o", "src/Main.cpp"],
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"file": "src/Main.cpp"
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}]
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@@ -1,5 +1,5 @@
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# GPU Compute
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# Real Time Fractal
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Simple app to run compute shaders using OpenGL.
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Generate random fractals in 3D using chaos game.
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## Building
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## Building
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Just run xmake and build. Here's an example:
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Just run xmake and build. Here's an example:
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@@ -1,18 +1,11 @@
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#version 460 core
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#version 460 core
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layout(std430, binding = 3) buffer layoutName
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{
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float data_SSBO[];
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};
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layout(location = 0) uniform mat4 viewMatrix;
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layout(location = 0) uniform mat4 viewMatrix;
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layout(location = 1) uniform mat4 projectionMatrix;
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layout(location = 1) uniform mat4 projectionMatrix;
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vec3 unpack(uint index) {
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layout(location = 0) in vec3 position;
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return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
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}
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void main()
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void main()
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{
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{
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gl_Position = projectionMatrix * viewMatrix * vec4(unpack(gl_InstanceID), 1.0);
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gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
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}
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}
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40
src/Main.cpp
40
src/Main.cpp
@@ -17,7 +17,7 @@ constexpr int SWAP_INTERVAL = 1;
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constexpr int TRANSFORMATION_COUNT = 3;
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constexpr int TRANSFORMATION_COUNT = 3;
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constexpr float ANIMATION_TIME = 2;
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constexpr float ANIMATION_TIME = 2;
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constexpr float ANIMATION_STILL_TIME = 1;
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constexpr float ANIMATION_STILL_TIME = .5f;
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class Timer {
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class Timer {
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public:
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public:
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@@ -169,31 +169,22 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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}
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}
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}
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}
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static GLuint CreateDummyVAO() {
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static std::tuple<GLuint, GLuint> CreateVAO() {
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GLuint vertexArray;
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GLuint vertexArray;
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glCreateVertexArrays(1, &vertexArray);
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glCreateVertexArrays(1, &vertexArray);
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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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// Buffer with just one point
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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float vertices[] = {0.0f, 0.0f, 0.0f};
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_DRAW);
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glNamedBufferData(vertexBuffer, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3);
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glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3);
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glEnableVertexArrayAttrib(vertexArray, 0);
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glEnableVertexArrayAttrib(vertexArray, 0);
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glVertexArrayAttribFormat(vertexArray, 0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribFormat(vertexArray, 0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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return vertexArray;
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return {vertexArray, vertexBuffer};
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}
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static void CreateGpuBuffer() {
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GLuint ssbo;
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glGenBuffers(1, &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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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * 3 * PARTICLE_COUNT, nullptr,
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GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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}
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}
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static std::vector<glm::mat4> GetTransformMatrixBlended(float dt) {
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static std::vector<glm::mat4> GetTransformMatrixBlended(float dt) {
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@@ -249,7 +240,7 @@ static GLFWwindow* InitWindow() {
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return nullptr;
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return nullptr;
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}
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}
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auto viewMatrix = glm::lookAt(glm::vec3{1, 2, 2}, {0, 0, 0}, {0, 1, 0});
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auto viewMatrix = glm::lookAt(glm::vec3{1, 1.5, 1.5}, {0, 0, 0}, {0, 1, 0});
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auto projectionMatrix = glm::perspective(70.0f, 2.0f, 0.01f, 10.0f);
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auto projectionMatrix = glm::perspective(70.0f, 2.0f, 0.01f, 10.0f);
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glUseProgram(s_GraphicsShader);
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glUseProgram(s_GraphicsShader);
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@@ -264,9 +255,7 @@ int main() {
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if (!window)
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if (!window)
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return -1;
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return -1;
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auto vertexArray = CreateDummyVAO();
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auto [vertexArray, vertexBuffer] = CreateVAO();
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CreateGpuBuffer();
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float lastTime = (float)glfwGetTime();
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float lastTime = (float)glfwGetTime();
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@@ -274,14 +263,17 @@ int main() {
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float secondsTimer = 0.0f;
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float secondsTimer = 0.0f;
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float animationTimer = 0.0f;
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float animationTimer = 0.0f;
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glBindVertexArray(vertexArray);
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// ApplyTransforms(SIERPINSKI_TRIANGLE);
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// ApplyTransforms(SIERPINSKI_TRIANGLE);
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s_T1 = GenRandomFractal();
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s_T1 = GenRandomFractal();
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s_T2 = GenRandomFractal();
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s_T2 = GenRandomFractal();
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glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
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glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, vertexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, vertexBuffer);
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glBindVertexArray(vertexArray);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// ScopedTimer timer("Main Loop");
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// ScopedTimer timer("Main Loop");
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@@ -311,14 +303,14 @@ int main() {
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glUniformMatrix4fv(1, matricies.size(), false, glm::value_ptr(matricies[0]));
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glUniformMatrix4fv(1, matricies.size(), false, glm::value_ptr(matricies[0]));
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glDispatchCompute(PARTICLE_COUNT / WORK_GROUP_SIZE, 1, 1);
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glDispatchCompute(PARTICLE_COUNT / WORK_GROUP_SIZE, 1, 1);
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// Ensure all writes to the image are complete
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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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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// Graphics
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// Graphics
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glUseProgram(s_GraphicsShader);
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glUseProgram(s_GraphicsShader);
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glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
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glDrawArrays(GL_POINTS, 0, PARTICLE_COUNT);
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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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