Finished for Abgabe
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0ac020d531
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@ -48,12 +48,12 @@ int main()
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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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for (int y = 0; y < ps->eamount; y++)
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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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e = (ps->emitters)[y];
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for (int x = 0; x < e->pamount; x++)
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{
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p = (e->particles)[i];
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p = (e->particles)[x];
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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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@ -1,11 +1,7 @@
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#ifndef INFORMATIKPROJEKT_INITOPENGL_H
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#define INFORMATIKPROJEKT_INITOPENGL_H
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void initGlad();
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void initGLFW();
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@ -21,5 +17,3 @@ void framebufferSizeCallback(GLFWwindow *window, int width, int height);
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GLuint compileShader(const GLchar *shaderSource, GLenum shaderType);
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GLuint linkShaders(GLuint *shaders, GLsizei count);
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void deleteShaders(GLuint *shaders, GLsizei count);
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#endif //INFORMATIKPROJEKT_INITOPENGL_H
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@ -14,7 +14,7 @@
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#define ENGINE_NAME "rwu_particles"
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#define ENGINE_VERSION VK_MAKE_VERSION(0, 0, 0)
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#define PARTICLE_AMOUNT 10000000
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#define PARTICLE_AMOUNT 1000000
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#define PARTICLE_SIZE (3 * sizeof(vector3f) + sizeof(float))
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#define WORKGROUP_SIZE_Y 1
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#define WORKGROUP_SIZE_Z 1
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@ -144,5 +144,3 @@ void createGraphicsCommandBuffers(Graphics *graphics);
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// Else
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void mapBufferMemory(Compute *compute, VkDeviceMemory memory, void *inputData, uint32_t dataSize);
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void createSemaphore(VkDevice device, VkSemaphore *semaphore);
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@ -102,6 +102,7 @@ int main()
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glfwPollEvents();
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}
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//END
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deleteShaders(renderShaders, 2);
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glDeleteProgram(renderShaderProgram);
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@ -42,7 +42,7 @@ particle_system *initParticleSystem(int eamount)
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/*
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* Updates particles
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*/
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int updateParticles(float dt, particle_system *ps, CalculatePositionFunction calculatePosition, CalculateColorFunction calculateColor)
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void updateParticles(float dt, particle_system *ps, CalculatePositionFunction calculatePosition, CalculateColorFunction calculateColor)
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{
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emitter *e;
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particle *p;
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@ -69,7 +69,7 @@ particle_system *initParticleSystem(int eamount);
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/*
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* Updates particle
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*/
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int updateParticles(float dt, particle_system *particleSystem, CalculatePositionFunction calculatePosition, CalculateColorFunction calculateColor);
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void updateParticles(float dt, particle_system *particleSystem, CalculatePositionFunction calculatePosition, CalculateColorFunction calculateColor);
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/*
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* Resets a particle to seed at emitter's position
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@ -7,6 +7,3 @@ void main(void)
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{
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colOut = vec4(colV, 1);
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}
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@ -10,5 +10,3 @@ void main(void)
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colV = colIn;
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gl_Position = vec4(pos, 1);
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}
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@ -143,4 +143,3 @@ int main()
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return SUCCESS;
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}
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