generated from Persson-dev/OpenGLComputeShader
fractal #1
@@ -1,7 +1,7 @@
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#version 460 core
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layout(std430, binding = 3) buffer layoutName {
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vec2 o_Points[];
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float o_Points[];
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};
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layout(local_size_x = 64) in;
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@@ -16,23 +16,35 @@ highp float rand(vec2 co)
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return fract(sin(sn) * c);
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}
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vec3 unpack(uint index) {
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return vec3(o_Points[index * 3], o_Points[index * 3 + 1], o_Points[index * 3 + 2]);
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}
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void store(vec3 vect, uint index) {
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o_Points[index * 3] = vect.x;
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o_Points[index * 3 + 1] = vect.y;
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o_Points[index * 3 + 2] = vect.z;
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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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mat3 transformation;
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uint currentIndex = gl_GlobalInvocationID.x;
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vec3 currentPoint = unpack(currentIndex);
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uint index = uint(rand(currentPoint.xy + currentPoint.z + currentIndex) * 69);
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mat4 transformation;
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switch (index % 3) {
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case 0:
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transformation = mat3(0.5, 0, 0, 0, 0.5, 0, 0, 0.36, 1);
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transformation = mat4(0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0, 0, 0, 0.36, 0, 1);
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break;
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case 1:
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transformation = mat3(0.5, 0, 0, 0, 0.5, 0, -0.5, -0.5, 1);
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transformation = mat4(0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0, 0, -0.5, -0.5, 0, 1);
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break;
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case 2:
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transformation = mat3(0.5, 0, 0, 0, 0.5, 0, 0.5, -0.5, 1);
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transformation = mat4(0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0, 0, 0.5, -0.5, 0, 1);
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break;
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}
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o_Points[currentPoint] = (transformation * vec3(o_Points[currentPoint], 1.0)).xy;
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vec3 result = (transformation * vec4(currentPoint, 1.0)).xyz;
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store(result, currentIndex);
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}
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@@ -2,10 +2,14 @@
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layout(std430, binding = 3) buffer layoutName
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{
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vec2 data_SSBO[];
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float data_SSBO[];
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};
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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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{
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gl_Position = vec4(data_SSBO[gl_InstanceID], 0.0, 1.0);
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gl_Position = vec4(unpack(gl_InstanceID), 1.0);
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}
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20
src/Main.cpp
20
src/Main.cpp
@@ -54,7 +54,7 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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if (key == GLFW_KEY_R) {
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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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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 2, 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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}
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}
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@@ -66,11 +66,11 @@ static GLuint CreateDummyVAO() {
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glCreateBuffers(1, &vertexBuffer);
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// Buffer with just one point
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float vertices[] = {0.0f, 0.0f};
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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) * 2);
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glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3);
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glEnableVertexArrayAttrib(vertexArray, 0);
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glVertexArrayAttribFormat(vertexArray, 0, 2, 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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return vertexArray;
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@@ -81,7 +81,7 @@ static void CreateGpuBuffer() {
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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) * 2 * PARTICLE_COUNT, nullptr,
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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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@@ -174,6 +174,16 @@ int main() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0, 0, 0, 1);
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// float positions[3 * PARTICLE_COUNT];
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// glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(float) * 3 * PARTICLE_COUNT, positions);
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// std::cout << "Positions :\n";
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// for (size_t i = 0; i < PARTICLE_COUNT; i++)
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// {
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// std::cout << "\t" << positions[i * 3] << " " << positions[i * 3 + 1] << " " << positions[i * 3 + 2] << "\n";
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// }
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fps++;
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}
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