generated from Persson-dev/OpenGLComputeShader
fractal #1
139
src/Main.cpp
139
src/Main.cpp
@@ -7,12 +7,72 @@
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#include "Shader.h"
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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 PARTICLE_COUNT = WORK_GROUP_SIZE * 10000;
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constexpr int SWAP_INTERVAL = 1;
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constexpr int TRANSFORMATION_COUNT = 3;
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static const std::vector<glm::mat4> SIERPINSKI_TRIANGLE = {
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{
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0.5f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.5f,
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0.0f,
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0.36f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f,
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},
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{
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0.5f,
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0.0f,
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0.0f,
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-0.5f,
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0.0f,
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0.5f,
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0.0f,
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-0.5f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f,
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},
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{
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0.5f,
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0.0f,
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0.0f,
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0.5f,
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0.0f,
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0.5f,
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0.0f,
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-0.5f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f,
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},
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};
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class Timer {
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public:
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Timer() {
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@@ -44,6 +104,54 @@ static void ErrorCallback(int error, const char* description) {
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std::cerr << "Error: " << description << std::endl;
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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(), true, glm::value_ptr(transformations[0]));
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}
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static void GenNewFractal() {
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std::random_device randomDevice;
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std::mt19937 generator(randomDevice());
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std::uniform_real_distribution<float> distrib(0, 1);
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// scale, rotation, shear, translation
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std::vector<glm::mat4> transformations(TRANSFORMATION_COUNT);
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for (std::size_t i = 0; i < transformations.size(); i++) {
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float scaleX = distrib(generator);
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float scaleY = distrib(generator);
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float scaleZ = distrib(generator);
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float rotX = distrib(generator) * 2 * 3.14;
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float rotY = distrib(generator) * 2 * 3.14;
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float rotZ = distrib(generator) * 2 * 3.14;
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float shearXY = distrib(generator) * 0.2f - 0.1f;
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float shearXZ = distrib(generator) * 0.2f - 0.1f;
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float shearYX = distrib(generator) * 0.2f - 0.1f;
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float shearYZ = distrib(generator) * 0.2f - 0.1f;
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float shearZX = distrib(generator) * 0.2f - 0.1f;
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float shearZY = distrib(generator) * 0.2f - 0.1f;
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float translateX = distrib(generator) * 2.0f - 1.0f;
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float translateY = distrib(generator) * 2.0f - 1.0f;
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float translateZ = distrib(generator) * 2.0f - 1.0f;
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auto scale = glm::scale(glm::mat4(1), {scaleX, scaleY, scaleZ});
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auto rotateX = glm::rotate(scale, rotX, {1, 0, 0});
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auto rotateY = glm::rotate(rotateX, rotY, {0, 1, 0});
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auto rotateZ = glm::rotate(rotateY, rotZ, {0, 0, 1});
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auto shear = glm::shear(rotateZ, {0, 0, 0}, {shearXY, shearXZ}, {shearYX, shearYZ}, {shearZX, shearZY});
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auto translate = glm::translate(shear, {translateX, translateY, translateZ});
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transformations[i] = translate;
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}
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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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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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return;
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@@ -55,6 +163,11 @@ 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_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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ApplyTransforms(SIERPINSKI_TRIANGLE);
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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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@@ -140,30 +253,7 @@ int main() {
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glBindVertexArray(vertexArray);
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std::vector<glm::mat4> transformations = {
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{
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0.5f, 0.0f, 0.0f, 0.0f,
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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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},
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{
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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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},
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{
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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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},
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};
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glUseProgram(s_ComputeShader);
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glUniformMatrix4fv(1, transformations.size(), true, glm::value_ptr(transformations[0]));
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ApplyTransforms(SIERPINSKI_TRIANGLE);
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while (!glfwWindowShouldClose(window)) {
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// ScopedTimer timer("Main Loop");
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@@ -211,7 +301,6 @@ int main() {
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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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Block a user