quick
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129
main.c
129
main.c
@ -6,6 +6,10 @@
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#include "particlesystem.h"
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#include "initOpenGL.h"
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#define PARTICLE_AMOUNT 10000
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#define WIDTH 800
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#define HEIGHT 800
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void printVector(vector3f *v);
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void printParticle(particle *v);
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void printEmitter(emitter *e);
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@ -17,14 +21,13 @@ void calcCol(particle *p);
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int main()
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{
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/************* INIT *************/
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// Init OpenGL and GLFW
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initGLFW();
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setErrorCallbackGL();
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int width = 800, height = 800;
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GLFWwindow *window = createGLFWWindow(width, height, "Informatikprojekt - OpenGL");
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int width = WIDTH, height = HEIGHT;
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GLFWwindow *window = createGLFWWindow(WIDTH, HEIGHT, "Informatikprojekt - OpenGL");
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setCurrentContextGL(window);
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setFramebufferSizeCallbackGL(window);
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@ -33,15 +36,16 @@ int main()
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initGlad();
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/************* PARTICLE SYSTEM *************/
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int particleAmount = 10000;
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vector3f *epos1 = initVector3f(0, 0, 0);
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emitter *e1 = initEmitter(epos1, particleAmount);
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emitter *e1 = initEmitter(epos1, PARTICLE_AMOUNT);
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particle_system *ps = initParticleSystem(1);
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(ps->emitters)[0] = e1;
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initRandomParticles(e1);
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/************* SHADER *************/
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const GLchar *computeShaderSource = "#version 460\n"
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const GLchar *computeShaderSource = "#version 460 core\n"
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"#extension GL_ARB_compute_shader : enable\n"
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"#extension GL_ARB_shader_storage_buffer_object : enable\n"
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"\n"
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"struct particle\n"
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"{\n"
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@ -57,22 +61,48 @@ int main()
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"};\n"
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"\n"
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"uniform float dt;\n"
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"uniform vec3 resetPos;\n"
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"uniform uint seed;\n"
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"\n"
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"layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;\n"
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"\n"
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"float rand()\n"
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"{\n"
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" uint seedR;\n"
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" seedR = (seed * 1103515245u + 12345u);\n"
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" return float(seed) / 4294967296.0;\n"
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"}\n"
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"\n"
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"vec3 rand3() {\n"
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" vec3 result;\n"
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" uint seedR;\n"
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" seedR = (seed * 1103515245u + 12345u);\n"
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" result.x = float(seed);\n"
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" seedR = (seed * 1103515245u + 12345u);\n"
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" result.y = float(seed);\n"
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" seedR = (seed * 1103515245u + 12345u);\n"
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" result.z = float(seed);\n"
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" return (result / 2147483648.0) - vec3(1,1,1);\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint gid = gl_GlobalInvocationID.x;\n"
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" particle part = p[gid];\n"
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"\n"
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" if (part.age > 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1)\n"
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" if (part.age < 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1\n"
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" || part.pos.x < -1 || part.pos.y < -1 || part.pos.z < -1 )\n"
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" {\n"
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" part.pos += part.vel * dt;\n"
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" part.age -= 0.01f;\n"
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" part.pos = resetPos;\n"
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" //part.vel = rand3();\n"
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" //part.col = vec3(rand(), rand(), rand());\n"
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" //part.age = rand() * 0x7fff * 0.01f;\n"
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" \n"
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" }\n"
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" else\n"
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" {\n"
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" part.pos = vec3(0, 0, 0);\n"
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" part.pos += part.vel * dt;\n"
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" part.age -= 0.01f;\n"
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" }\n"
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"\n"
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" p[gid] = part;\n"
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@ -83,49 +113,38 @@ int main()
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"layout(location = 0) in vec3 pos;\n"
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"layout(location = 1) in vec3 colIn;\n"
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"\n"
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"//out vec3 colV;\n"
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"out vec3 colV;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" //colV = colIn;\n"
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" gl_Position = vec4(pos, 0);\n"
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" colV = colIn;\n"
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" gl_Position = vec4(pos, 1);\n"
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"}";
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// const GLchar *geometryShaderSource = "#version 460 core\n"
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// "\n"
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// "layout(points) in;\n"
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// "layout(points, max_vertices = 256) out;\n"
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// "\n"
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// "in vec3 colV;\n"
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// "out vec3 colG;\n"
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// "\n"
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// "void main(void)\n"
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// "{\n"
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// " colG = colV;\n"
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// "}";
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// const GLchar *fragmentShaderSource = "#version 460 core\n"
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// "\n"
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// "in vec3 colG;\n"
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// "out vec4 colOut;\n"
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// "\n"
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// "void main(void)\n"
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// "{\n"
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// " colOut = vec4(colG, 1);\n"
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// "}";
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const GLchar *fragmentShaderSource = "#version 460 core\n"
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"\n"
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"in vec3 colV;\n"
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"out vec4 colOut;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" colOut = vec4(colV, 1);\n"
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"}";
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GLuint computeShader = compileShader(computeShaderSource, GL_COMPUTE_SHADER);
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GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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// GLuint geometryShader = compileShader(geometryShaderSource, GL_GEOMETRY_SHADER);
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// GLuint fragmentShader = compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
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GLuint fragmentShader = compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
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GLuint computeShaders[] = { computeShader };
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GLuint computeShaderProgram = linkShaders(computeShaders, 1);
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glUseProgram(computeShaderProgram);
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GLint dtUniformLocation = glGetUniformLocation(computeShaderProgram, "dt");
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GLint resetPosUniformLocation = glGetUniformLocation(computeShaderProgram, "resetPos");
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GLint seedUniformLocation = glGetUniformLocation(computeShaderProgram, "seed");
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glUniform3f(resetPosUniformLocation, e1->position->x, e1->position->y, e1->position->z);
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GLuint renderShaders[] = { vertexShader/*, geometryShader, fragmentShader*/ };
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GLuint renderShaderProgram = linkShaders(renderShaders, 1/*3*/);
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GLuint renderShaders[] = { vertexShader, fragmentShader };
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GLuint renderShaderProgram = linkShaders(renderShaders, 2);
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float *particles = serializeParticlesystem(ps);
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GLsizeiptr sizeOfParticle = 3 * sizeof(vector3f) + sizeof(float);
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@ -133,7 +152,7 @@ int main()
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GLuint particleBuffer;
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glGenBuffers(1, &particleBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, particleAmount * sizeOfParticle, particles, GL_STATIC_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, PARTICLE_AMOUNT * sizeOfParticle, particles, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, particleBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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@ -161,46 +180,24 @@ int main()
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/*** UPDATE ***/
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glUseProgram(computeShaderProgram);
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glUniform1f(dtUniformLocation, tFrame);
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glDispatchCompute((particleAmount / 256) + 1, 1, 1);
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glUniform1ui(seedUniformLocation, rand());
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glDispatchCompute((PARTICLE_AMOUNT / 256) + 1, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
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/*** RENDER ***/
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glClear(GL_COLOR_BUFFER_BIT);
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glfwGetFramebufferSize(window, &width, &height);
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glColor3f(1, 1, 1);
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glBindVertexArray(vertexArray);
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glUseProgram(renderShaderProgram);
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glDrawArrays(GL_POINTS, 0, particleAmount);
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glDrawArrays(GL_POINTS, 0, PARTICLE_AMOUNT);
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glBindVertexArray(0);
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// glClear(GL_COLOR_BUFFER_BIT);
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// glfwGetFramebufferSize(window, &width, &height);
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// updateParticles((float) tFrame, ps, calcPos, calcCol);
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//
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// emitter *e;
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// particle *p;
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// vector3f *pos;
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// for (int j = 0; j < ps->eamount; j++)
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// {
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// e = (ps->emitters)[j];
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// for (int i = 0; i < e->pamount; i++)
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// {
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// p = (e->particles)[i];
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// pos = p->position;
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// glColor3f(p->color->x, p->color->y, p->color->z);
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// glBegin(GL_POINTS);
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// glVertex3f(pos->x, pos->y, pos->z);
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// glEnd();
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// }
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// }
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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//END
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deleteShaders(renderShaders, 3);
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deleteShaders(renderShaders, 2);
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deleteShaders(computeShaders, 1);
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terminateGLFW(window);
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@ -16,23 +16,49 @@ layout(std430, binding = 0) buffer particles
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};
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uniform float dt;
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uniform vec3 resetPos;
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uniform uint seed;
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layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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float rand()
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{
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uint seedR;
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seedR = (seed * 1103515245u + 12345u);
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return float(seed) / 4294967296.0;
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}
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vec3 rand3() {
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vec3 result;
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uint seedR;
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seedR = (seed * 1103515245u + 12345u);
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result.x = float(seed);
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seedR = (seed * 1103515245u + 12345u);
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result.y = float(seed);
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seedR = (seed * 1103515245u + 12345u);
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result.z = float(seed);
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return (result / 2147483648.0) - vec3(1,1,1);
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}
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void main()
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{
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uint gid = gl_GlobalInvocationID.x;
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particle part = p[gid];
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if (part.age > 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1)
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if (part.age < 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1
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|| part.pos.x < -1 || part.pos.y < -1 || part.pos.z < -1 )
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{
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part.pos = resetPos;
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part.vel = rand3();
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part.col = vec3(rand(), rand(), rand());
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part.age = rand() * 0x7fff * 0.01f;
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}
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else
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{
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part.pos += part.vel * dt;
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part.age -= 0.01f;
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}
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else
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{
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part.pos = vec3(0, 0, 0);
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}
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p[gid] = part;
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}
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@ -8,5 +8,5 @@ out vec3 colV;
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void main(void)
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{
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colV = colIn;
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gl_Position = vec4(pos, 0);
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gl_Position = vec4(pos, 1);
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}
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