fractal #1

Merged
Persson-dev merged 21 commits from fractal into main 2025-11-09 15:41:00 +00:00
2 changed files with 35 additions and 72 deletions
Showing only changes of commit ba02b9e3ed - Show all commits

View File

@@ -1,46 +1,30 @@
#version 460 core
layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
layout(location = 0) uniform uint triangleCount;
layout(std430, binding = 3) buffer layoutName
{
layout(std430, binding = 3) buffer layoutName {
vec2 o_Points[];
};
// 1 -> 1
// 2 -> 3
// 3 -> 9
// 4 -> 27
// 5 -> 81
// 6 -> 243
// ...
// 4 27
// 1 + 3 + 9 = 13
// Sn = ((3^n)-1)/2
// S3 = 3^3 - 1 / 2
// 3^4
// gl_NumWorkGroups : This variable contains the number of work groups passed to the dispatch function.
// 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).
// 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).
// avant : 1 3 9
// après : 3 9 27
// count : 1 3 9
layout(local_size_x = 64) in;
void main()
{
uint currentPoint = gl_GlobalInvocationID.x;
if (currentPoint >= triangleCount)
return;
uint offset = (triangleCount - 1) / 2;
uint firstPointIndex = offset * 3 + 1;
o_Points[firstPointIndex + currentPoint * 3] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
o_Points[firstPointIndex + currentPoint * 3 + 2] = o_Points[offset + currentPoint] / 2 + vec2(0.5, -0.5);
highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
void main() {
const uint total = gl_NumWorkGroups.x * gl_WorkGroupSize.x;
uint currentPoint = gl_GlobalInvocationID.x;
uint index = uint(rand(o_Points[currentPoint] + currentPoint) * 69);
if (index % 3 == 0) {
o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0, 0.36);
} else if (index % 3 == 1) {
o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(-0.5, -0.5);
} else {
o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0.5, -0.5);
}
}

View File

@@ -139,7 +139,7 @@ int main()
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
constexpr int DEPTH = 14;
constexpr int DEPTH = 6;
auto vertices = GetPoints(DEPTH);
@@ -157,40 +157,19 @@ int main()
Timer timer;
constexpr int PARTICLE_COUNT = 64 * 5000;
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * vertices.size(), nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT, nullptr, GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
float lastTime = (float)glfwGetTime();
int fps = 0;
float secondsTimer = 0.0f;
// Compute
glUseProgram(s_ComputeShader);
glBindImageTexture(0, fb.ColorAttachment.Handle, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
std::size_t count = 1;
for (std::size_t i = 0; i < DEPTH; i++)
{
glUniform1ui(0, count);
std::cout << count << std::endl;
int dispatchCount = (count - 1) / 64 + 1;
std::cout << "DC : " <<dispatchCount<< std::endl;
glDispatchCompute(dispatchCount, 1, 1);
// Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
count *= 3;
}
std::cout << "Generated points in " << timer.ElapsedMillis() << " ms\n";
while (!glfwWindowShouldClose(window))
{
// ScopedTimer timer("Main Loop");
@@ -219,19 +198,19 @@ int main()
AttachTextureToFramebuffer(fb, computeShaderTexture);
}
// Compute
glUseProgram(s_ComputeShader);
glDispatchCompute(PARTICLE_COUNT / 64, 1, 1);
// Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Graphics
glBindFramebuffer(GL_FRAMEBUFFER, fb.Handle);
glUseProgram(s_GraphicsShader);
glBindVertexArray(vertexArray);
glDrawArraysInstanced(GL_POINTS, 0, 1, vertices.size());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Blit
{
BlitFramebufferToSwapchain(fb);
}
glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
glfwSwapBuffers(window);
glfwPollEvents();