generated from Persson-dev/OpenGLComputeShader
fractal #1
@@ -2,31 +2,40 @@
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layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(std430, binding = 3) buffer layoutName
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{
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vec2 o_Points[];
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};
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// 1 -> 1
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// 2 -> 3
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// 3 -> 9
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// 4 -> 27
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// 5 -> 81
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// 6 -> 243
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// ...
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// 4 27
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// 1 + 3 + 9 = 13
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// Sn = ((3^n)-1)/2
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// S3 = 3^3 - 1 / 2
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// 3^4
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// gl_NumWorkGroups : This variable contains the number of work groups passed to the dispatch function.
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// gl_WorkGroupID : This is the current work group for this shader invocation. Each of the XYZ components will be on the half-open range [0, gl_NumWorkGroups.XYZ).
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// gl_LocalInvocationID : This is the current invocation of the shader within the work group. Each of the XYZ components will be on the half-open range [0, gl_WorkGroupSize.XYZ).
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main()
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{
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ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
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uint triangleCount = gl_NumWorkGroups.x;
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uint currentPoint = gl_WorkGroupID.x;
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if (pixelCoord.x >= imageSize(outputImage).x || pixelCoord.y >= imageSize(outputImage).y)
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return;
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uint offset = (triangleCount - 1) / 2;
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ivec2 texSize = imageSize(outputImage);
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vec2 fTexSize = vec2(texSize);
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vec2 normalizedCoord = vec2(pixelCoord) / vec2(texSize);
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vec4 O = vec4(0, 0, 0, 1);
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vec2 I = vec2(pixelCoord);
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float iTime = 2.2;
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float i = 0.0, t=iTime;
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O *= i;
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for(vec2 a=fTexSize.xy, p=(I+I-a)/a.y; i++<20.;
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O += (cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)
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/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))
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a.x = abs(a = (fract(.2*t+.3*p*i*mat2(cos(cos(.2*t+.2*i)+vec4(0,11,33,0))))-.5)).x;
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O = tanh(O*O/2e5);
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vec4 color = vec4(normalizedCoord, 0.0, 1.0);
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imageStore(outputImage, pixelCoord, O);
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uint firstPointIndex = offset * 3 + 1;
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o_Points[firstPointIndex + currentPoint * 3 ] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
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o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
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o_Points[firstPointIndex + currentPoint * 3 + 2] = o_Points[offset + currentPoint] / 2 + vec2(0.5, -0.5);
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}
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8
Shaders/Fragment.glsl
Normal file
8
Shaders/Fragment.glsl
Normal file
@@ -0,0 +1,8 @@
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#version 460 core
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layout (location = 0) out vec4 o_Color;
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void main()
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{
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o_Color = vec4(1, 1, 1, 1);
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}
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15
Shaders/Vertex.glsl
Normal file
15
Shaders/Vertex.glsl
Normal file
@@ -0,0 +1,15 @@
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#version 460 core
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layout(location = 0) in vec2 a_Position;
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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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};
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out vec2 v_TexCoord;
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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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}
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176
src/Main.cpp
176
src/Main.cpp
@@ -1,25 +1,93 @@
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "Shader.h"
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#include "Renderer.h"
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static uint32_t s_ComputeShader = -1;
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static const std::filesystem::path s_ComputeShaderPath = "Shaders/Compute.glsl";
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#include <chrono>
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static void ErrorCallback(int error, const char* description)
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class Timer
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{
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public:
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Timer() { Reset(); }
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void Reset() { m_Start = std::chrono::high_resolution_clock::now(); }
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float Elapsed() const { return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() * 0.001f * 0.001f; }
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float ElapsedMillis() const { return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() * 0.001f; }
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private:
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std::chrono::time_point<std::chrono::high_resolution_clock> m_Start;
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};
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class ScopedTimer
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{
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public:
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ScopedTimer(std::string_view name) : m_Name(name) {}
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~ScopedTimer()
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{
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float time = m_Timer.ElapsedMillis();
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std::cout << m_Name << " - " << time << "ms\n";
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}
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private:
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Timer m_Timer;
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std::string m_Name;
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};
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static uint32_t s_ComputeShader = -1;
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static uint32_t s_GraphicsShader = -1;
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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_FragmentShaderPath = "Shaders/Fragment.glsl";
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static void ErrorCallback(int error, const char *description)
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{
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std::cerr << "Error: " << description << std::endl;
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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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{
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if (action != GLFW_PRESS)
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return;
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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if (key == GLFW_KEY_R)
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{
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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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}
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}
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std::vector<float> GenPoints(float x, float y)
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{
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x /= 2;
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y /= 2;
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return {
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x, y + 0.36f,
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x - 0.5f, y - 0.5f,
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x + 0.5f, y - 0.5f};
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}
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std::vector<float> GetPoints(int depth)
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{
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std::vector<float> result = {0.0f, 0.0f};
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std::size_t offset = 0;
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std::size_t count = 1;
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for (std::size_t i = 1; i < depth; i++)
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{
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for (std::size_t j = 0; j < count; j++)
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{
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std::size_t index = offset + j * 2;
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auto newPoints = GenPoints(result[index], result[index + 1]);
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result.insert(result.end(), newPoints.begin(), newPoints.end());
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}
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offset += count * 2;
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count *= 3;
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}
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return result;
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}
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int main()
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@@ -35,7 +103,7 @@ int main()
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int width = 1280;
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int height = 720;
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GLFWwindow* window = glfwCreateWindow(width, height, "Compute", NULL, NULL);
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GLFWwindow *window = glfwCreateWindow(width, height, "Compute", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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@@ -55,11 +123,82 @@ int main()
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return -1;
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}
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s_GraphicsShader = CreateGraphicsShader(s_VertexShaderPath, s_FragmentShaderPath);
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if (s_GraphicsShader == -1)
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{
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std::cerr << "Graphics shader failed\n";
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return -1;
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}
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Texture computeShaderTexture = CreateTexture(width, height);
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Framebuffer fb = CreateFramebufferWithTexture(computeShaderTexture);
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GLuint vertexArray;
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glCreateVertexArrays(1, &vertexArray);
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GLuint vertexBuffer;
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glCreateBuffers(1, &vertexBuffer);
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constexpr int DEPTH = 13;
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auto vertices = GetPoints(DEPTH);
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glNamedBufferData(vertexBuffer, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
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glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 2);
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glEnableVertexArrayAttrib(vertexArray, 0);
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glEnableVertexArrayAttrib(vertexArray, 1);
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glVertexArrayAttribFormat(vertexArray, 0, 2, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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glVertexArrayAttribBinding(vertexArray, 1, 0);
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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) * vertices.size(), nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
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float lastTime = (float)glfwGetTime();
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int fps = 0;
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float secondsTimer = 0.0f;
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// Compute
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glUseProgram(s_ComputeShader);
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glBindImageTexture(0, fb.ColorAttachment.Handle, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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std::size_t count = 1;
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for (std::size_t i = 0; i < DEPTH; i++)
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{
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glDispatchCompute(count, 1, 1);
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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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count *= 3;
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}
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while (!glfwWindowShouldClose(window))
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{
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// ScopedTimer timer("Main Loop");
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float currentTime = (float)glfwGetTime();
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float dt = currentTime - lastTime;
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lastTime = currentTime;
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secondsTimer += dt;
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if (secondsTimer >= 1.0f)
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{
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std::string title = "FPS : " + std::to_string(fps);
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glfwSetWindowTitle(window, title.c_str());
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secondsTimer = 0.0f;
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fps = 0;
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}
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glfwGetFramebufferSize(window, &width, &height);
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// Resize texture
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@@ -70,22 +209,14 @@ int main()
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AttachTextureToFramebuffer(fb, computeShaderTexture);
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}
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// Compute
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{
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glUseProgram(s_ComputeShader);
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glBindImageTexture(0, fb.ColorAttachment.Handle, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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// Graphics
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glBindFramebuffer(GL_FRAMEBUFFER, fb.Handle);
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glUseProgram(s_GraphicsShader);
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const GLuint workGroupSizeX = 16;
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const GLuint workGroupSizeY = 16;
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glBindVertexArray(vertexArray);
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glDrawArraysInstanced(GL_POINTS, 0, 1, vertices.size());
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GLuint numGroupsX = (width + workGroupSizeX - 1) / workGroupSizeX;
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GLuint numGroupsY = (height + workGroupSizeY - 1) / workGroupSizeY;
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glDispatchCompute(numGroupsX, numGroupsY, 1);
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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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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Blit
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{
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@@ -94,6 +225,11 @@ int main()
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glfwSwapBuffers(window);
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glfwPollEvents();
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0, 0, 0, 1);
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fps++;
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}
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glfwDestroyWindow(window);
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Reference in New Issue
Block a user