generated from Persson-dev/OpenGLComputeShader
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main
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16
.vscode/compile_commands.json
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.vscode/compile_commands.json
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@@ -0,0 +1,16 @@
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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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# Real Time Fractal
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# GPU Compute
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Generate random fractals in 3D using chaos game.
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Simple app to run compute shaders using OpenGL.
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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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@@ -1,11 +1,15 @@
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#version 460 core
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#version 460 core
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layout(location = 0) uniform mat4 viewMatrix;
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layout(std430, binding = 3) buffer layoutName
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layout(location = 1) uniform mat4 projectionMatrix;
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{
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float data_SSBO[];
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};
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layout(location = 0) in vec3 position;
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vec3 unpack(uint index) {
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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(position, 1.0);
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gl_Position = vec4(unpack(gl_InstanceID), 1.0);
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}
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}
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205
src/Main.cpp
205
src/Main.cpp
@@ -7,18 +7,12 @@
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#include "Shader.h"
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#include "Shader.h"
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#include <chrono>
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#include <chrono>
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#include <random>
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constexpr int WORK_GROUP_SIZE = 64;
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constexpr int WORK_GROUP_SIZE = 64;
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constexpr int PARTICLE_COUNT = WORK_GROUP_SIZE * 15625;
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constexpr int PARTICLE_COUNT = WORK_GROUP_SIZE * 10000;
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constexpr int SWAP_INTERVAL = 1;
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constexpr int SWAP_INTERVAL = 1;
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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_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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Timer() {
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Timer() {
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@@ -46,110 +40,10 @@ static const std::filesystem::path s_ComputeShaderPath = "Shaders/Compute.glsl";
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static const std::filesystem::path s_VertexShaderPath = "Shaders/Vertex.glsl";
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static const std::filesystem::path s_VertexShaderPath = "Shaders/Vertex.glsl";
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static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.glsl";
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static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.glsl";
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static std::random_device s_RandomDevice;
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static std::mt19937 s_Generator(s_RandomDevice());
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static std::uniform_real_distribution<float> s_Distrib(0, 1);
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static void ErrorCallback(int error, const char* description) {
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static void ErrorCallback(int error, const char* description) {
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std::cerr << "Error: " << description << std::endl;
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std::cerr << "Error: " << description << std::endl;
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}
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}
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static void ApplyTransforms(const std::vector<glm::mat4>& transformations) {
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glUseProgram(s_ComputeShader);
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glUniformMatrix4fv(1, transformations.size(), false, glm::value_ptr(transformations[0]));
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}
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struct Transform {
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float m_ScaleX;
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float m_ScaleY;
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float m_ScaleZ;
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float m_RotationX;
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float m_RotationY;
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float m_RotationZ;
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float m_ShearXY;
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float m_ShearXZ;
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float m_ShearYX;
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float m_ShearYZ;
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float m_ShearZX;
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float m_ShearZY;
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float m_TranslateX;
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float m_TranslateY;
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float m_TranslateZ;
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glm::mat4 ToMatrix() {
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auto scale = glm::scale(glm::mat4(1), {m_ScaleX, m_ScaleY, m_ScaleZ});
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auto rotateX = glm::rotate(scale, m_RotationX, {1, 0, 0});
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auto rotateY = glm::rotate(rotateX, m_RotationY, {0, 1, 0});
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auto rotateZ = glm::rotate(rotateY, m_RotationZ, {0, 0, 1});
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auto shear = glm::shear(rotateZ, {0, 0, 0}, {m_ShearXY, m_ShearXZ}, {m_ShearYX, m_ShearYZ}, {m_ShearZX, m_ShearZY});
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auto translate = glm::translate(rotateZ, {m_TranslateX, m_TranslateY, m_TranslateZ});
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return translate;
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}
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Transform Blend(const Transform& other, const std::function<float(float, float, float)>& a_Lerp, float dt) {
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return {
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a_Lerp(m_ScaleX, other.m_ScaleX, dt),
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a_Lerp(m_ScaleY, other.m_ScaleY, dt),
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a_Lerp(m_ScaleZ, other.m_ScaleZ, dt),
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a_Lerp(m_RotationX, other.m_RotationX, dt),
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a_Lerp(m_RotationY, other.m_RotationY, dt),
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a_Lerp(m_RotationZ, other.m_RotationZ, dt),
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a_Lerp(m_ShearXY, other.m_ShearXY, dt),
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a_Lerp(m_ShearXZ, other.m_ShearXZ, dt),
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a_Lerp(m_ShearYX, other.m_ShearYX, dt),
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a_Lerp(m_ShearYZ, other.m_ShearYZ, dt),
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a_Lerp(m_ShearZX, other.m_ShearZX, dt),
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a_Lerp(m_ShearZY, other.m_ShearZY, dt),
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a_Lerp(m_TranslateX, other.m_TranslateX, dt),
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a_Lerp(m_TranslateY, other.m_TranslateY, dt),
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a_Lerp(m_TranslateZ, other.m_TranslateZ, dt),
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};
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}
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};
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static std::vector<Transform> s_T1, s_T2;
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static std::vector<Transform> GenRandomFractal() {
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// scale, rotation, shear, translation
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std::vector<Transform> transforms(TRANSFORMATION_COUNT);
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for (std::size_t i = 0; i < transforms.size(); i++) {
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Transform transform;
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transform.m_ScaleX = s_Distrib(s_Generator) * 0.4 + 0.4;
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transform.m_ScaleY = s_Distrib(s_Generator) * 0.4 + 0.4;
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transform.m_ScaleZ = s_Distrib(s_Generator) * 0.4 + 0.4;
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transform.m_RotationX = s_Distrib(s_Generator) * 2 * 3.14;
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transform.m_RotationY = s_Distrib(s_Generator) * 2 * 3.14;
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transform.m_RotationZ = s_Distrib(s_Generator) * 2 * 3.14;
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transform.m_ShearXY = s_Distrib(s_Generator) * 0.2f - 0.1f;
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transform.m_ShearXZ = s_Distrib(s_Generator) * 0.2f - 0.1f;
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transform.m_ShearYX = s_Distrib(s_Generator) * 0.2f - 0.1f;
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transform.m_ShearYZ = s_Distrib(s_Generator) * 0.2f - 0.1f;
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transform.m_ShearZX = s_Distrib(s_Generator) * 0.2f - 0.1f;
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transform.m_ShearZY = s_Distrib(s_Generator) * 0.2f - 0.1f;
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transform.m_TranslateX = s_Distrib(s_Generator) * 1.2f - 0.6f;
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transform.m_TranslateY = s_Distrib(s_Generator) * 1.2f - 0.6f;
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transform.m_TranslateZ = s_Distrib(s_Generator) * 1.2f - 0.6f;
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transforms[i] = transform;
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}
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return transforms;
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}
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static void GenNewFractal() {
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std::swap(s_T1, s_T2);
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s_T2 = GenRandomFractal();
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}
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action != GLFW_PRESS)
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if (action != GLFW_PRESS)
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return;
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return;
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@@ -161,47 +55,34 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
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s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
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s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
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s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_COPY);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_COPY);
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GenNewFractal();
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}
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if (key == GLFW_KEY_T) {
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GenNewFractal();
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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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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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// Buffer with just one point
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_DRAW);
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float vertices[] = {0.0f, 0.0f, 0.0f};
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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, vertexBuffer};
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return vertexArray;
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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 void CreateGpuBuffer() {
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std::vector<glm::mat4> result(TRANSFORMATION_COUNT);
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GLuint ssbo;
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glGenBuffers(1, &ssbo);
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constexpr auto lerp = [](float x, float y, float t) { return x * (1 - t) + y * t; };
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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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constexpr auto eased = [lerp](float x, float y, float t) { return lerp(x, y, -(std::cos(3.14 * t) - 1.0f) / 2.0f); };
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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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float blendFactor = std::min(ANIMATION_TIME, dt) / ANIMATION_TIME;
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for (std::size_t i = 0; i < result.size(); i++) {
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|
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auto blended = s_T1[i].Blend(s_T2[i], eased, blendFactor);
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|
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result[i] = blended.ToMatrix();
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}
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||||||
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return result;
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}
|
}
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static GLFWwindow* InitWindow() {
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static GLFWwindow* InitWindow() {
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@@ -240,13 +121,6 @@ static GLFWwindow* InitWindow() {
|
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return nullptr;
|
return nullptr;
|
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}
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}
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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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|
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glUseProgram(s_GraphicsShader);
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|
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glUniformMatrix4fv(0, 1, false, glm::value_ptr(viewMatrix));
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|
||||||
glUniformMatrix4fv(1, 1, false, glm::value_ptr(projectionMatrix));
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||||||
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||||||
return window;
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return window;
|
||||||
}
|
}
|
||||||
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|
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@@ -255,25 +129,42 @@ int main() {
|
|||||||
if (!window)
|
if (!window)
|
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return -1;
|
return -1;
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auto [vertexArray, vertexBuffer] = CreateVAO();
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auto vertexArray = CreateDummyVAO();
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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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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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float animationTimer = 0.0f;
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// ApplyTransforms(SIERPINSKI_TRIANGLE);
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s_T1 = 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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|
||||||
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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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||||||
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|
||||||
glBindVertexArray(vertexArray);
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glBindVertexArray(vertexArray);
|
||||||
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||||||
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std::vector<glm::mat4> transformations = {
|
||||||
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{
|
||||||
|
0.5f, 0.0f, 0.0f, 0.0f,
|
||||||
|
0.0f, 0.5f, 0.0f, 0.36f,
|
||||||
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0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
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0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
},
|
||||||
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{
|
||||||
|
0.5f, 0.0f, 0.0f, -0.5f,
|
||||||
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0.0f, 0.5f, 0.0f, -0.5f,
|
||||||
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0.0f, 0.0f, 0.0f, 0.0f,
|
||||||
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0.0f, 0.0f, 0.0f, 1.0f,
|
||||||
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},
|
||||||
|
{
|
||||||
|
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");
|
||||||
|
|
||||||
@@ -282,7 +173,6 @@ 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());
|
||||||
@@ -291,17 +181,8 @@ int main() {
|
|||||||
fps = 0;
|
fps = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (animationTimer >= ANIMATION_TIME + ANIMATION_STILL_TIME) {
|
|
||||||
animationTimer = 0;
|
|
||||||
GenNewFractal();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Compute
|
// Compute
|
||||||
glUseProgram(s_ComputeShader);
|
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);
|
glDispatchCompute(PARTICLE_COUNT / WORK_GROUP_SIZE, 1, 1);
|
||||||
|
|
||||||
// Ensure all writes to the image are complete
|
// Ensure all writes to the image are complete
|
||||||
@@ -310,12 +191,13 @@ int main() {
|
|||||||
// Graphics
|
// Graphics
|
||||||
glUseProgram(s_GraphicsShader);
|
glUseProgram(s_GraphicsShader);
|
||||||
|
|
||||||
glDrawArrays(GL_POINTS, 0, PARTICLE_COUNT);
|
glDrawArraysInstanced(GL_POINTS, 0, 1, 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);
|
||||||
@@ -330,6 +212,7 @@ 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++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user