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10 Commits

Author SHA1 Message Date
a46abca707 format ... 2025-11-09 15:27:23 +01:00
ee93146167 very cool animation 2025-11-09 15:20:36 +01:00
e940b670d2 fix xmake.lua 2025-11-09 15:20:13 +01:00
9e6088f9bf refactor Transform 2025-11-09 14:21:13 +01:00
da536b8d7d update clear color 2025-11-09 14:20:53 +01:00
abb33b6f1f gen random device once 2025-11-09 14:06:00 +01:00
10b0b54e71 3d projection 2025-11-09 14:00:55 +01:00
0eebe09d47 adjust random values 2025-11-09 14:00:27 +01:00
78088b2067 auto regenerate every second 2025-11-09 13:30:24 +01:00
bd81c632de procedurally generated transformations 2025-11-09 13:28:38 +01:00
4 changed files with 158 additions and 28 deletions

View File

@@ -4,5 +4,5 @@ layout (location = 0) out vec4 o_Color;
void main()
{
o_Color = vec4(1, 1, 1, 1);
o_Color = vec4(1, 1, 1, 1);
}

View File

@@ -5,11 +5,14 @@ layout(std430, binding = 3) buffer layoutName
float data_SSBO[];
};
layout(location = 0) uniform mat4 viewMatrix;
layout(location = 1) uniform mat4 projectionMatrix;
vec3 unpack(uint index) {
return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
}
void main()
{
gl_Position = vec4(unpack(gl_InstanceID), 1.0);
gl_Position = projectionMatrix * viewMatrix * vec4(unpack(gl_InstanceID), 1.0);
}

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@@ -7,12 +7,18 @@
#include "Shader.h"
#include <chrono>
#include <random>
constexpr int WORK_GROUP_SIZE = 64;
constexpr int PARTICLE_COUNT = WORK_GROUP_SIZE * 10000;
constexpr int PARTICLE_COUNT = WORK_GROUP_SIZE * 15625;
constexpr int SWAP_INTERVAL = 1;
constexpr int TRANSFORMATION_COUNT = 3;
constexpr float ANIMATION_TIME = 2;
constexpr float ANIMATION_STILL_TIME = 1;
class Timer {
public:
Timer() {
@@ -40,10 +46,110 @@ 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 std::random_device s_RandomDevice;
static std::mt19937 s_Generator(s_RandomDevice());
static std::uniform_real_distribution<float> s_Distrib(0, 1);
static void ErrorCallback(int error, const char* description) {
std::cerr << "Error: " << description << std::endl;
}
static void ApplyTransforms(const std::vector<glm::mat4>& transformations) {
glUseProgram(s_ComputeShader);
glUniformMatrix4fv(1, transformations.size(), false, glm::value_ptr(transformations[0]));
}
struct Transform {
float m_ScaleX;
float m_ScaleY;
float m_ScaleZ;
float m_RotationX;
float m_RotationY;
float m_RotationZ;
float m_ShearXY;
float m_ShearXZ;
float m_ShearYX;
float m_ShearYZ;
float m_ShearZX;
float m_ShearZY;
float m_TranslateX;
float m_TranslateY;
float m_TranslateZ;
glm::mat4 ToMatrix() {
auto scale = glm::scale(glm::mat4(1), {m_ScaleX, m_ScaleY, m_ScaleZ});
auto rotateX = glm::rotate(scale, m_RotationX, {1, 0, 0});
auto rotateY = glm::rotate(rotateX, m_RotationY, {0, 1, 0});
auto rotateZ = glm::rotate(rotateY, m_RotationZ, {0, 0, 1});
auto shear = glm::shear(rotateZ, {0, 0, 0}, {m_ShearXY, m_ShearXZ}, {m_ShearYX, m_ShearYZ}, {m_ShearZX, m_ShearZY});
auto translate = glm::translate(rotateZ, {m_TranslateX, m_TranslateY, m_TranslateZ});
return translate;
}
Transform Blend(const Transform& other, const std::function<float(float, float, float)>& a_Lerp, float dt) {
return {
a_Lerp(m_ScaleX, other.m_ScaleX, dt),
a_Lerp(m_ScaleY, other.m_ScaleY, dt),
a_Lerp(m_ScaleZ, other.m_ScaleZ, dt),
a_Lerp(m_RotationX, other.m_RotationX, dt),
a_Lerp(m_RotationY, other.m_RotationY, dt),
a_Lerp(m_RotationZ, other.m_RotationZ, dt),
a_Lerp(m_ShearXY, other.m_ShearXY, dt),
a_Lerp(m_ShearXZ, other.m_ShearXZ, dt),
a_Lerp(m_ShearYX, other.m_ShearYX, dt),
a_Lerp(m_ShearYZ, other.m_ShearYZ, dt),
a_Lerp(m_ShearZX, other.m_ShearZX, dt),
a_Lerp(m_ShearZY, other.m_ShearZY, dt),
a_Lerp(m_TranslateX, other.m_TranslateX, dt),
a_Lerp(m_TranslateY, other.m_TranslateY, dt),
a_Lerp(m_TranslateZ, other.m_TranslateZ, dt),
};
}
};
static std::vector<Transform> s_T1, s_T2;
static std::vector<Transform> GenRandomFractal() {
// scale, rotation, shear, translation
std::vector<Transform> transforms(TRANSFORMATION_COUNT);
for (std::size_t i = 0; i < transforms.size(); i++) {
Transform transform;
transform.m_ScaleX = s_Distrib(s_Generator) * 0.4 + 0.4;
transform.m_ScaleY = s_Distrib(s_Generator) * 0.4 + 0.4;
transform.m_ScaleZ = s_Distrib(s_Generator) * 0.4 + 0.4;
transform.m_RotationX = s_Distrib(s_Generator) * 2 * 3.14;
transform.m_RotationY = s_Distrib(s_Generator) * 2 * 3.14;
transform.m_RotationZ = s_Distrib(s_Generator) * 2 * 3.14;
transform.m_ShearXY = s_Distrib(s_Generator) * 0.2f - 0.1f;
transform.m_ShearXZ = s_Distrib(s_Generator) * 0.2f - 0.1f;
transform.m_ShearYX = s_Distrib(s_Generator) * 0.2f - 0.1f;
transform.m_ShearYZ = s_Distrib(s_Generator) * 0.2f - 0.1f;
transform.m_ShearZX = s_Distrib(s_Generator) * 0.2f - 0.1f;
transform.m_ShearZY = s_Distrib(s_Generator) * 0.2f - 0.1f;
transform.m_TranslateX = s_Distrib(s_Generator) * 1.2f - 0.6f;
transform.m_TranslateY = s_Distrib(s_Generator) * 1.2f - 0.6f;
transform.m_TranslateZ = s_Distrib(s_Generator) * 1.2f - 0.6f;
transforms[i] = transform;
}
return transforms;
}
static void GenNewFractal() {
std::swap(s_T1, s_T2);
s_T2 = GenRandomFractal();
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS)
return;
@@ -55,6 +161,11 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_COPY);
GenNewFractal();
}
if (key == GLFW_KEY_T) {
GenNewFractal();
}
}
@@ -85,6 +196,23 @@ static void CreateGpuBuffer() {
GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
}
static std::vector<glm::mat4> GetTransformMatrixBlended(float dt) {
std::vector<glm::mat4> result(TRANSFORMATION_COUNT);
constexpr auto lerp = [](float x, float y, float t) { return x * (1 - t) + y * t; };
constexpr auto eased = [lerp](float x, float y, float t) { return lerp(x, y, -(std::cos(3.14 * t) - 1.0f) / 2.0f); };
float blendFactor = std::min(ANIMATION_TIME, dt) / ANIMATION_TIME;
for (std::size_t i = 0; i < result.size(); i++) {
auto blended = s_T1[i].Blend(s_T2[i], eased, blendFactor);
result[i] = blended.ToMatrix();
}
return result;
}
static GLFWwindow* InitWindow() {
glfwSetErrorCallback(ErrorCallback);
@@ -121,6 +249,13 @@ static GLFWwindow* InitWindow() {
return nullptr;
}
auto viewMatrix = glm::lookAt(glm::vec3{1, 2, 2}, {0, 0, 0}, {0, 1, 0});
auto projectionMatrix = glm::perspective(70.0f, 2.0f, 0.01f, 10.0f);
glUseProgram(s_GraphicsShader);
glUniformMatrix4fv(0, 1, false, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(1, 1, false, glm::value_ptr(projectionMatrix));
return window;
}
@@ -137,33 +272,15 @@ int main() {
int fps = 0;
float secondsTimer = 0.0f;
float animationTimer = 0.0f;
glBindVertexArray(vertexArray);
std::vector<glm::mat4> transformations = {
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.36f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
{
0.5f, 0.0f, 0.0f, -0.5f,
0.0f, 0.5f, 0.0f, -0.5f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
{
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, -0.5f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
};
glUseProgram(s_ComputeShader);
glUniformMatrix4fv(1, transformations.size(), true, glm::value_ptr(transformations[0]));
// ApplyTransforms(SIERPINSKI_TRIANGLE);
s_T1 = GenRandomFractal();
s_T2 = GenRandomFractal();
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
while (!glfwWindowShouldClose(window)) {
// ScopedTimer timer("Main Loop");
@@ -173,6 +290,7 @@ int main() {
lastTime = currentTime;
secondsTimer += dt;
animationTimer += dt;
if (secondsTimer >= 1.0f) {
std::string title = "FPS : " + std::to_string(fps);
glfwSetWindowTitle(window, title.c_str());
@@ -181,8 +299,17 @@ int main() {
fps = 0;
}
if (animationTimer >= ANIMATION_TIME + ANIMATION_STILL_TIME) {
animationTimer = 0;
GenNewFractal();
}
// Compute
glUseProgram(s_ComputeShader);
auto matricies = GetTransformMatrixBlended(animationTimer);
glUniformMatrix4fv(1, matricies.size(), false, glm::value_ptr(matricies[0]));
glDispatchCompute(PARTICLE_COUNT / WORK_GROUP_SIZE, 1, 1);
// Ensure all writes to the image are complete
@@ -197,7 +324,6 @@ int main() {
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 1);
int width, height;
glfwGetWindowSize(window, &width, &height);
@@ -211,7 +337,6 @@ int main() {
// {
// std::cout << "\t" << positions[i * 3] << " " << positions[i * 3 + 1] << " " << positions[i * 3 + 2] << "\n";
// }
fps++;
}

View File

@@ -1,3 +1,5 @@
add_rules("mode.debug", "mode.release")
add_requires("glfw", "glad", "glm", "stb")
target("App")