From 1b5b6d0f458368d98c08020b3f9992bf30e18d9a Mon Sep 17 00:00:00 2001 From: Niklas Birk Date: Fri, 13 Mar 2020 17:11:07 +0100 Subject: [PATCH] quick --- main.c | 131 ++++++++++++++++++------------------- shaders/ComputeShader.glsl | 36 ++++++++-- shaders/VertexShader.glsl | 2 +- 3 files changed, 96 insertions(+), 73 deletions(-) diff --git a/main.c b/main.c index 2789b9d..fd0b8c6 100644 --- a/main.c +++ b/main.c @@ -6,6 +6,10 @@ #include "particlesystem.h" #include "initOpenGL.h" +#define PARTICLE_AMOUNT 10000 +#define WIDTH 800 +#define HEIGHT 800 + void printVector(vector3f *v); void printParticle(particle *v); void printEmitter(emitter *e); @@ -17,14 +21,13 @@ void calcCol(particle *p); int main() { - /************* INIT *************/ // Init OpenGL and GLFW initGLFW(); setErrorCallbackGL(); - int width = 800, height = 800; - GLFWwindow *window = createGLFWWindow(width, height, "Informatikprojekt - OpenGL"); + int width = WIDTH, height = HEIGHT; + GLFWwindow *window = createGLFWWindow(WIDTH, HEIGHT, "Informatikprojekt - OpenGL"); setCurrentContextGL(window); setFramebufferSizeCallbackGL(window); @@ -33,15 +36,16 @@ int main() initGlad(); /************* PARTICLE SYSTEM *************/ - int particleAmount = 10000; vector3f *epos1 = initVector3f(0, 0, 0); - emitter *e1 = initEmitter(epos1, particleAmount); + emitter *e1 = initEmitter(epos1, PARTICLE_AMOUNT); particle_system *ps = initParticleSystem(1); (ps->emitters)[0] = e1; initRandomParticles(e1); /************* SHADER *************/ - const GLchar *computeShaderSource = "#version 460\n" + const GLchar *computeShaderSource = "#version 460 core\n" + "#extension GL_ARB_compute_shader : enable\n" + "#extension GL_ARB_shader_storage_buffer_object : enable\n" "\n" "struct particle\n" "{\n" @@ -51,28 +55,54 @@ int main() " float age;\n" "};\n" "\n" - "layout(std430, binding=0) buffer particles\n" + "layout(std430, binding = 0) buffer particles\n" "{\n" " particle p[];\n" "};\n" "\n" "uniform float dt;\n" + "uniform vec3 resetPos;\n" + "uniform uint seed;\n" "\n" "layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;\n" "\n" + "float rand()\n" + "{\n" + " uint seedR;\n" + " seedR = (seed * 1103515245u + 12345u);\n" + " return float(seed) / 4294967296.0;\n" + "}\n" + "\n" + "vec3 rand3() {\n" + " vec3 result;\n" + " uint seedR;\n" + " seedR = (seed * 1103515245u + 12345u);\n" + " result.x = float(seed);\n" + " seedR = (seed * 1103515245u + 12345u);\n" + " result.y = float(seed);\n" + " seedR = (seed * 1103515245u + 12345u);\n" + " result.z = float(seed);\n" + " return (result / 2147483648.0) - vec3(1,1,1);\n" + "}\n" + "\n" "void main()\n" "{\n" " uint gid = gl_GlobalInvocationID.x;\n" " particle part = p[gid];\n" "\n" - " if (part.age > 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1)\n" + " if (part.age < 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1\n" + " || part.pos.x < -1 || part.pos.y < -1 || part.pos.z < -1 )\n" " {\n" - " part.pos += part.vel * dt;\n" - " part.age -= 0.01f;\n" + " part.pos = resetPos;\n" + " //part.vel = rand3();\n" + " //part.col = vec3(rand(), rand(), rand());\n" + " //part.age = rand() * 0x7fff * 0.01f;\n" + " \n" " }\n" " else\n" " {\n" - " part.pos = vec3(0, 0, 0);\n" + " part.pos += part.vel * dt;\n" + " part.age -= 0.01f;\n" " }\n" "\n" " p[gid] = part;\n" @@ -83,49 +113,38 @@ int main() "layout(location = 0) in vec3 pos;\n" "layout(location = 1) in vec3 colIn;\n" "\n" - "//out vec3 colV;\n" + "out vec3 colV;\n" "\n" "void main(void)\n" "{\n" - " //colV = colIn;\n" - " gl_Position = vec4(pos, 0);\n" + " colV = colIn;\n" + " gl_Position = vec4(pos, 1);\n" "}"; -// const GLchar *geometryShaderSource = "#version 460 core\n" -// "\n" -// "layout(points) in;\n" -// "layout(points, max_vertices = 256) out;\n" -// "\n" -// "in vec3 colV;\n" -// "out vec3 colG;\n" -// "\n" -// "void main(void)\n" -// "{\n" -// " colG = colV;\n" -// "}"; - -// const GLchar *fragmentShaderSource = "#version 460 core\n" -// "\n" -// "in vec3 colG;\n" -// "out vec4 colOut;\n" -// "\n" -// "void main(void)\n" -// "{\n" -// " colOut = vec4(colG, 1);\n" -// "}"; + const GLchar *fragmentShaderSource = "#version 460 core\n" + "\n" + "in vec3 colV;\n" + "out vec4 colOut;\n" + "\n" + "void main(void)\n" + "{\n" + " colOut = vec4(colV, 1);\n" + "}"; GLuint computeShader = compileShader(computeShaderSource, GL_COMPUTE_SHADER); GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER); -// GLuint geometryShader = compileShader(geometryShaderSource, GL_GEOMETRY_SHADER); -// GLuint fragmentShader = compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER); + GLuint fragmentShader = compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER); GLuint computeShaders[] = { computeShader }; GLuint computeShaderProgram = linkShaders(computeShaders, 1); glUseProgram(computeShaderProgram); GLint dtUniformLocation = glGetUniformLocation(computeShaderProgram, "dt"); + GLint resetPosUniformLocation = glGetUniformLocation(computeShaderProgram, "resetPos"); + GLint seedUniformLocation = glGetUniformLocation(computeShaderProgram, "seed"); + glUniform3f(resetPosUniformLocation, e1->position->x, e1->position->y, e1->position->z); - GLuint renderShaders[] = { vertexShader/*, geometryShader, fragmentShader*/ }; - GLuint renderShaderProgram = linkShaders(renderShaders, 1/*3*/); + GLuint renderShaders[] = { vertexShader, fragmentShader }; + GLuint renderShaderProgram = linkShaders(renderShaders, 2); float *particles = serializeParticlesystem(ps); GLsizeiptr sizeOfParticle = 3 * sizeof(vector3f) + sizeof(float); @@ -133,7 +152,7 @@ int main() GLuint particleBuffer; glGenBuffers(1, &particleBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleBuffer); - glBufferData(GL_SHADER_STORAGE_BUFFER, particleAmount * sizeOfParticle, particles, GL_STATIC_DRAW); + glBufferData(GL_SHADER_STORAGE_BUFFER, PARTICLE_AMOUNT * sizeOfParticle, particles, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, particleBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); @@ -161,46 +180,24 @@ int main() /*** UPDATE ***/ glUseProgram(computeShaderProgram); glUniform1f(dtUniformLocation, tFrame); - glDispatchCompute((particleAmount / 256) + 1, 1, 1); + glUniform1ui(seedUniformLocation, rand()); + glDispatchCompute((PARTICLE_AMOUNT / 256) + 1, 1, 1); glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT); /*** RENDER ***/ glClear(GL_COLOR_BUFFER_BIT); glfwGetFramebufferSize(window, &width, &height); - - glColor3f(1, 1, 1); glBindVertexArray(vertexArray); glUseProgram(renderShaderProgram); - glDrawArrays(GL_POINTS, 0, particleAmount); + glDrawArrays(GL_POINTS, 0, PARTICLE_AMOUNT); glBindVertexArray(0); -// glClear(GL_COLOR_BUFFER_BIT); -// glfwGetFramebufferSize(window, &width, &height); -// updateParticles((float) tFrame, ps, calcPos, calcCol); -// -// emitter *e; -// particle *p; -// vector3f *pos; -// for (int j = 0; j < ps->eamount; j++) -// { -// e = (ps->emitters)[j]; -// for (int i = 0; i < e->pamount; i++) -// { -// p = (e->particles)[i]; -// pos = p->position; -// glColor3f(p->color->x, p->color->y, p->color->z); -// glBegin(GL_POINTS); -// glVertex3f(pos->x, pos->y, pos->z); -// glEnd(); -// } -// } - glfwSwapBuffers(window); glfwPollEvents(); } //END - deleteShaders(renderShaders, 3); + deleteShaders(renderShaders, 2); deleteShaders(computeShaders, 1); terminateGLFW(window); diff --git a/shaders/ComputeShader.glsl b/shaders/ComputeShader.glsl index 9acd74d..7cf94a3 100644 --- a/shaders/ComputeShader.glsl +++ b/shaders/ComputeShader.glsl @@ -16,23 +16,49 @@ layout(std430, binding = 0) buffer particles }; uniform float dt; +uniform vec3 resetPos; +uniform uint seed; layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in; +float rand() +{ + uint seedR; + seedR = (seed * 1103515245u + 12345u); + return float(seed) / 4294967296.0; +} + +vec3 rand3() { + vec3 result; + uint seedR; + seedR = (seed * 1103515245u + 12345u); + result.x = float(seed); + seedR = (seed * 1103515245u + 12345u); + result.y = float(seed); + seedR = (seed * 1103515245u + 12345u); + result.z = float(seed); + return (result / 2147483648.0) - vec3(1,1,1); +} + void main() { uint gid = gl_GlobalInvocationID.x; particle part = p[gid]; - if (part.age > 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1) + if (part.age < 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1 + || part.pos.x < -1 || part.pos.y < -1 || part.pos.z < -1 ) + { + part.pos = resetPos; + part.vel = rand3(); + part.col = vec3(rand(), rand(), rand()); + part.age = rand() * 0x7fff * 0.01f; + + } + else { part.pos += part.vel * dt; part.age -= 0.01f; } - else - { - part.pos = vec3(0, 0, 0); - } p[gid] = part; } diff --git a/shaders/VertexShader.glsl b/shaders/VertexShader.glsl index 5831f9d..1375ea1 100644 --- a/shaders/VertexShader.glsl +++ b/shaders/VertexShader.glsl @@ -8,5 +8,5 @@ out vec3 colV; void main(void) { colV = colIn; - gl_Position = vec4(pos, 0); + gl_Position = vec4(pos, 1); } \ No newline at end of file