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Author SHA1 Message Date
2f63ff0f5e remove memory fetch of vertex shader 2025-11-16 11:56:07 +01:00
21dcfd1d9d update README 2025-11-09 17:00:32 +01:00
2b045b060b remove compile_commands.json 2025-11-09 16:45:44 +01:00
c8d1701ad5 update minor settings 2025-11-09 16:45:10 +01:00
926bf694c0 fractal (#1)
Reviewed-on: #1
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2025-11-09 15:41:00 +00:00
6 changed files with 172 additions and 73 deletions

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@@ -1,16 +0,0 @@
[
{
"directory": "/home/simon/Programmation/GPUCompute",
"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"],
"file": "src/Shader.cpp"
},
{
"directory": "/home/simon/Programmation/GPUCompute",
"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"],
"file": "src/Renderer.cpp"
},
{
"directory": "/home/simon/Programmation/GPUCompute",
"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"],
"file": "src/Main.cpp"
}]

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@@ -1,5 +1,5 @@
# GPU Compute # Real Time Fractal
Simple app to run compute shaders using OpenGL. Generate random fractals in 3D using chaos game.
## Building ## Building
Just run xmake and build. Here's an example: Just run xmake and build. Here's an example:

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

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@@ -1,15 +1,11 @@
#version 460 core #version 460 core
layout(std430, binding = 3) buffer layoutName layout(location = 0) uniform mat4 viewMatrix;
{ layout(location = 1) uniform mat4 projectionMatrix;
float data_SSBO[];
};
vec3 unpack(uint index) { layout(location = 0) in vec3 position;
return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
}
void main() void main()
{ {
gl_Position = vec4(unpack(gl_InstanceID), 1.0); gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
} }

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@@ -7,12 +7,18 @@
#include "Shader.h" #include "Shader.h"
#include <chrono> #include <chrono>
#include <random>
constexpr int WORK_GROUP_SIZE = 64; 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 SWAP_INTERVAL = 1;
constexpr int TRANSFORMATION_COUNT = 3;
constexpr float ANIMATION_TIME = 2;
constexpr float ANIMATION_STILL_TIME = .5f;
class Timer { class Timer {
public: public:
Timer() { 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_VertexShaderPath = "Shaders/Vertex.glsl";
static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.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) { static void ErrorCallback(int error, const char* description) {
std::cerr << "Error: " << description << std::endl; 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) { static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS) if (action != GLFW_PRESS)
return; return;
@@ -55,34 +161,47 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath); s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath); s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_COPY); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_COPY);
GenNewFractal();
}
if (key == GLFW_KEY_T) {
GenNewFractal();
} }
} }
static GLuint CreateDummyVAO() {
static std::tuple<GLuint, GLuint> CreateVAO() {
GLuint vertexArray; GLuint vertexArray;
glCreateVertexArrays(1, &vertexArray); glCreateVertexArrays(1, &vertexArray);
GLuint vertexBuffer; GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer); glCreateBuffers(1, &vertexBuffer);
// Buffer with just one point glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
float vertices[] = {0.0f, 0.0f, 0.0f}; glBufferData(GL_ARRAY_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_DRAW);
glNamedBufferData(vertexBuffer, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3); glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3);
glEnableVertexArrayAttrib(vertexArray, 0); glEnableVertexArrayAttrib(vertexArray, 0);
glVertexArrayAttribFormat(vertexArray, 0, 3, GL_FLOAT, GL_FALSE, 0); glVertexArrayAttribFormat(vertexArray, 0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertexArray, 0, 0); glVertexArrayAttribBinding(vertexArray, 0, 0);
return vertexArray; return {vertexArray, vertexBuffer};
} }
static void CreateGpuBuffer() { static std::vector<glm::mat4> GetTransformMatrixBlended(float dt) {
GLuint ssbo; std::vector<glm::mat4> result(TRANSFORMATION_COUNT);
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); constexpr auto lerp = [](float x, float y, float t) { return x * (1 - t) + y * t; };
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * 3 * PARTICLE_COUNT, nullptr, constexpr auto eased = [lerp](float x, float y, float t) { return lerp(x, y, -(std::cos(3.14 * t) - 1.0f) / 2.0f); };
GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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() { static GLFWwindow* InitWindow() {
@@ -121,6 +240,13 @@ static GLFWwindow* InitWindow() {
return nullptr; return nullptr;
} }
auto viewMatrix = glm::lookAt(glm::vec3{1, 1.5, 1.5}, {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; return window;
} }
@@ -129,42 +255,25 @@ int main() {
if (!window) if (!window)
return -1; return -1;
auto vertexArray = CreateDummyVAO(); auto [vertexArray, vertexBuffer] = CreateVAO();
CreateGpuBuffer();
float lastTime = (float)glfwGetTime(); float lastTime = (float)glfwGetTime();
int fps = 0; int fps = 0;
float secondsTimer = 0.0f; float secondsTimer = 0.0f;
float animationTimer = 0.0f;
// ApplyTransforms(SIERPINSKI_TRIANGLE);
s_T1 = GenRandomFractal();
s_T2 = GenRandomFractal();
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, vertexBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, vertexBuffer);
glBindVertexArray(vertexArray); 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]));
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
// ScopedTimer timer("Main Loop"); // ScopedTimer timer("Main Loop");
@@ -173,6 +282,7 @@ int main() {
lastTime = currentTime; lastTime = currentTime;
secondsTimer += dt; secondsTimer += dt;
animationTimer += dt;
if (secondsTimer >= 1.0f) { if (secondsTimer >= 1.0f) {
std::string title = "FPS : " + std::to_string(fps); std::string title = "FPS : " + std::to_string(fps);
glfwSetWindowTitle(window, title.c_str()); glfwSetWindowTitle(window, title.c_str());
@@ -181,23 +291,31 @@ int main() {
fps = 0; fps = 0;
} }
if (animationTimer >= ANIMATION_TIME + ANIMATION_STILL_TIME) {
animationTimer = 0;
GenNewFractal();
}
// Compute // Compute
glUseProgram(s_ComputeShader); glUseProgram(s_ComputeShader);
glDispatchCompute(PARTICLE_COUNT / WORK_GROUP_SIZE, 1, 1);
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 // Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Graphics // Graphics
glUseProgram(s_GraphicsShader); glUseProgram(s_GraphicsShader);
glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT); glDrawArrays(GL_POINTS, 0, PARTICLE_COUNT);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 1);
int width, height; int width, height;
glfwGetWindowSize(window, &width, &height); glfwGetWindowSize(window, &width, &height);
@@ -211,7 +329,6 @@ int main() {
// { // {
// std::cout << "\t" << positions[i * 3] << " " << positions[i * 3 + 1] << " " << positions[i * 3 + 2] << "\n"; // std::cout << "\t" << positions[i * 3] << " " << positions[i * 3 + 1] << " " << positions[i * 3 + 2] << "\n";
// } // }
fps++; fps++;
} }

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