#include #include #include #include "particlesystem.h" #include "initOpenGL.h" char *printVector(vector3f *v); void printParticle(particle *v); void printEmitter(emitter *e); void initRandomParticles(emitter *e); void error_callback(int error, const char* description); void calcPos(particle *p, float dt); void calcCol(particle *p); float *serializeParticles(const particle_system *ps); int main() { /************* INIT *************/ // Init OpenGL and GLFW initGLFW(); setErrorCallbackGL(); int width = 800, height = 800; GLFWwindow *window = createGLFWWindow(width, height, "Informatikprojekt - OpenGL"); setCurrentContextGL(window); setFramebufferSizeCallbackGL(window); // glad initGlad(); /************* PARTICLE SYSTEM *************/ int particleAmount = 10000; vector3f *epos1 = initVector3f(0, 0, 0); emitter *e1 = initEmitter(epos1, particleAmount); particle_system *ps = initParticleSystem(1); (ps->emitters)[0] = e1; initRandomParticles(e1); /************* SHADER *************/ 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" " vec3 pos;\n" " vec3 vel;\n" " vec3 col;\n" " float age;\n" "};\n" "\n" "layout(std430, binding=0) buffer particles\n" "{\n" " particle p[];\n" "};\n" "\n" "layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;\n" "\n" "void main()\n" "{\n" " uint gid = gl_GlobalInvocationID.x;\n" " particle part = p[gid];\n" "\n" " if (part.age > 0)\n" " {\n" " part.pos += part.vel;\n" " part.age -= 0.01f;\n" " }\n" " else\n" " {\n" " part.pos = vec3(0, 0, 0);\n" " }\n" " \n" " p[gid] = part;\n" "}"; const GLchar *vertexShaderSource = "#version 460 core\n" "\n" "layout(location=0) in vec4 pos;\n" "\n" "void main(void)\n" "{\n" " gl_Position = pos;\n" "}"; const GLchar *geometryShaderSource = "#version 460 core\n" "\n" "layout(points) in;\n" "layout(points, max_vertices = 256) out;\n" "\n" "void main(void)\n" "{\n" "}"; const GLchar *fragmentShaderSource = "#version 460 core\n" "\n" "out vec4 colOut;\n" "\n" "void main(void)\n" "{\n" " colOut = vec4(1, 1, 1, 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 computeShaders[] = { computeShader }; GLuint computeShaderProgram = linkShaders(computeShaders, 1); GLuint renderShaders[] = { vertexShader, geometryShader, fragmentShader }; GLuint renderShaderProgram = linkShaders(renderShaders, 3); particle *particles = ps->emitters[0]->particles[0]; // Only this atm GLuint particleBuffer; glGenBuffers(1, &particleBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, particleAmount * sizeof(particle), particles, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, particleBuffer); GLuint vertexArray; glGenVertexArrays(1, &vertexArray); glBindVertexArray(vertexArray); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, particleBuffer); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, particleBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(particle), 0); glBindVertexArray(0); /************* RENDER LOOP *************/ double time, tFrame, tLast = 0; int isFirst = 1; while (!glfwWindowShouldClose(window)) { time = glfwGetTime(); tFrame = time - tLast; tLast = time; /*** UPDATE ***/ glUseProgram(computeShaderProgram); glDispatchCompute((particleAmount / 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); glUseProgram(renderShaderProgram); glDrawArrays(GL_POINTS, 0, particleAmount); glBindVertexArray(0); glfwSwapBuffers(window); glfwPollEvents(); } //END deleteShaders(renderShaders, 3); deleteShaders(computeShaders, 1); terminateGLFW(window); freeParticleSystem(ps); return 0; } void calcPos(particle *p, float dt) { p->position->x += p->velocity->x * dt; p->position->y += p->velocity->y * dt; p->position->z += p->velocity->z * dt; } void calcCol(particle *p) { // p->color->x -= 0.01f; // p->color->y -= 0.01f; // p->color->z -= 0.01f; } /*************************************************************************************************************/ void initRandomParticles(emitter *e) { for (int i = 0; i < e->pamount; i++) { vector3f *pos = initVector3f(e->position->x, e->position->y, e->position->z); vector3f *dir = initVector3f(((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX, ((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX, ((float) (rand()%2 ? -1 : 1) * rand()) / RAND_MAX); vector3f *color = initVector3f(((float) (rand() % 255)) / 255, ((float) (rand() % 255)) / 255, ((float) (rand() % 255)) / 255); (e->particles)[i] = initParticle(pos, dir, color, rand() / 100.0f); } } /// VERY OLD // glUseProgram(shaderProgram); // glBindVertexArray(vao); // glDrawArrays(GL_POINTS, 0, particleAmount); // 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(); // } // } /// FEEDBACK TRANSFORM BEFORE // /*************** NEW ***************/ // float *vertexData = serializeParticlesystem(ps); // unsigned int currentVertexBuffer = 0, currentTransformFeedbackBuffer = 1; // int buffersSize = 2; // unsigned int particleBuffers[buffersSize], transformFeedbackBuffers[buffersSize]; // // glGenTransformFeedbacks(buffersSize, transformFeedbackBuffers); // glGenBuffers(buffersSize, particleBuffers); // // for (int i = 0; i < buffersSize; i++) // { // glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackBuffers[i]); // glBindBuffer(GL_ARRAY_BUFFER, particleBuffers[i]); // glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_DYNAMIC_DRAW); // glBindBufferBase(GL_TRANSFORM_FEEDBACK, 0, particleBuffers[i]); // } // // position attribute // glEnableVertexAttribArray(0); // glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)0); // // velocity attribute // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(3 * sizeof(float))); // // color attribute // glEnableVertexAttribArray(2); // glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(6 * sizeof(float))); // // age attribute // glEnableVertexAttribArray(3); // glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(9 * sizeof(float))); /// TRANSFORM FEEDBACK RENDER LOOP ///*** UPDATE PARTICLES ***/ //glEnable(GL_RASTERIZER_DISCARD); //glBindBuffer(GL_ARRAY_BUFFER, particleBuffers[currentVertexBuffer]); //glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackBuffers[currentTransformFeedbackBuffer]); //glBeginTransformFeedback(GL_POINTS); //if (isFirst) //{ //glDrawArrays(GL_POINTS, 0, particleAmount); //isFirst = !isFirst; //} //else //{ //glDrawTransformFeedback(GL_POINTS, transformFeedbackBuffers[currentVertexBuffer]); //} //glEndTransformFeedback(); // ///*** RENDER PARTICLES ***/ //glDisable(GL_RASTERIZER_DISCARD); //glBindBuffer(GL_ARRAY_BUFFER, particleBuffers[currentTransformFeedbackBuffer]); //glDrawTransformFeedback(GL_POINTS, transformFeedbackBuffers[currentTransformFeedbackBuffer]); // ///***************************************************/ //currentVertexBuffer = currentTransformFeedbackBuffer; //currentTransformFeedbackBuffer = !currentTransformFeedbackBuffer;