Files
RealTimeFractal/src/Main.cpp
2025-11-09 13:27:56 +01:00

223 lines
5.6 KiB
C++

#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Renderer.h"
#include "Shader.h"
#include <chrono>
constexpr int WORK_GROUP_SIZE = 64;
constexpr int PARTICLE_COUNT = WORK_GROUP_SIZE * 10000;
constexpr int SWAP_INTERVAL = 1;
class Timer {
public:
Timer() {
Reset();
}
void Reset() {
m_Start = std::chrono::high_resolution_clock::now();
}
float Elapsed() const {
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() *
0.001f * 0.001f;
}
float ElapsedMillis() const {
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - m_Start).count() *
0.001f;
}
private:
std::chrono::time_point<std::chrono::high_resolution_clock> m_Start;
};
static uint32_t s_ComputeShader = -1;
static uint32_t s_GraphicsShader = -1;
static const std::filesystem::path s_ComputeShaderPath = "Shaders/Compute.glsl";
static const std::filesystem::path s_VertexShaderPath = "Shaders/Vertex.glsl";
static const std::filesystem::path s_FragmentShaderPath = "Shaders/Fragment.glsl";
static void ErrorCallback(int error, const char* description) {
std::cerr << "Error: " << description << std::endl;
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS)
return;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (key == GLFW_KEY_R) {
s_ComputeShader = ReloadComputeShader(s_ComputeShader, s_ComputeShaderPath);
s_GraphicsShader = ReloadGraphicsShader(s_GraphicsShader, s_VertexShaderPath, s_FragmentShaderPath);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_COPY);
}
}
static GLuint CreateDummyVAO() {
GLuint vertexArray;
glCreateVertexArrays(1, &vertexArray);
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
// Buffer with just one point
float vertices[] = {0.0f, 0.0f, 0.0f};
glNamedBufferData(vertexBuffer, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3);
glEnableVertexArrayAttrib(vertexArray, 0);
glVertexArrayAttribFormat(vertexArray, 0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertexArray, 0, 0);
return vertexArray;
}
static void CreateGpuBuffer() {
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) * 3 * PARTICLE_COUNT, nullptr,
GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
}
static GLFWwindow* InitWindow() {
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
int width = 1280;
int height = 720;
GLFWwindow* window = glfwCreateWindow(width, height, "", NULL, NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
gladLoadGL();
glfwSwapInterval(SWAP_INTERVAL);
s_ComputeShader = CreateComputeShader(s_ComputeShaderPath);
if (s_ComputeShader == -1) {
std::cerr << "Compute shader failed\n";
return nullptr;
}
s_GraphicsShader = CreateGraphicsShader(s_VertexShaderPath, s_FragmentShaderPath);
if (s_GraphicsShader == -1) {
std::cerr << "Graphics shader failed\n";
return nullptr;
}
return window;
}
int main() {
GLFWwindow* window = InitWindow();
if (!window)
return -1;
auto vertexArray = CreateDummyVAO();
CreateGpuBuffer();
float lastTime = (float)glfwGetTime();
int fps = 0;
float secondsTimer = 0.0f;
glBindVertexArray(vertexArray);
std::vector<glm::mat4> transformations = {
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.36f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
{
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,
},
{
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)) {
// ScopedTimer timer("Main Loop");
float currentTime = (float)glfwGetTime();
float dt = currentTime - lastTime;
lastTime = currentTime;
secondsTimer += dt;
if (secondsTimer >= 1.0f) {
std::string title = "FPS : " + std::to_string(fps);
glfwSetWindowTitle(window, title.c_str());
secondsTimer = 0.0f;
fps = 0;
}
// Compute
glUseProgram(s_ComputeShader);
glDispatchCompute(PARTICLE_COUNT / WORK_GROUP_SIZE, 1, 1);
// Ensure all writes to the image are complete
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Graphics
glUseProgram(s_GraphicsShader);
glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
glfwSwapBuffers(window);
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 1);
int width, height;
glfwGetWindowSize(window, &width, &height);
glViewport(0, 0, width, height);
// float positions[3 * PARTICLE_COUNT];
// glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(float) * 3 * PARTICLE_COUNT, positions);
// std::cout << "Positions :\n";
// for (size_t i = 0; i < PARTICLE_COUNT; i++)
// {
// std::cout << "\t" << positions[i * 3] << " " << positions[i * 3 + 1] << " " << positions[i * 3 + 2] << "\n";
// }
fps++;
}
glfwDestroyWindow(window);
glfwTerminate();
}