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authorAdrian Kummerlaender2018-05-20 14:22:38 +0200
committerAdrian Kummerlaender2018-05-20 14:49:30 +0200
commit3995a7e1399d4cb71fb761015cc069597863d10a (patch)
tree9c127a1ed3cd6e54db80a7c73a15df50b9fd5e20
parentbd5057ec9aec61925bca2735d4cbae4a8001b9cf (diff)
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Extract shader code
-rw-r--r--src/main.cc71
-rw-r--r--src/shader/compute.glsl34
-rw-r--r--src/shader/fragment.glsl5
-rw-r--r--src/shader/vertex.glsl8
4 files changed, 55 insertions, 63 deletions
diff --git a/src/main.cc b/src/main.cc
index a307ae3..d7491aa 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -9,6 +9,10 @@
#include <random>
#include <chrono>
+#include "shader/vertex.glsl"
+#include "shader/fragment.glsl"
+#include "shader/compute.glsl"
+
GLint getUniform(GLuint program, const std::string& name) {
const GLint uniform = glGetUniformLocation(program, name.c_str());
if ( uniform == -1 ) {
@@ -49,73 +53,22 @@ GLint compileShader(const std::string& source, GLenum type) {
}
GLint setupShader() {
- #define GLSL(shader) #shader
GLint shader = glCreateProgram();
-
- glAttachShader(shader, compileShader(GLSL(
- uniform mat4 MVP;
-
- float distance(vec2 v, vec2 w) {
- vec2 u = v - w;
- return sqrt(u.x*u.x + u.y*u.y);
- }
-
- void main() {
- gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0);
- gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.);
- }),
- GL_VERTEX_SHADER));
-
- glAttachShader(shader, compileShader(GLSL(
- void main() {
- gl_FragColor = gl_Color;
- }),
- GL_FRAGMENT_SHADER));
-
+ glAttachShader(shader, compileShader(VERTEX_SHADER_CODE, GL_VERTEX_SHADER));
+ glAttachShader(shader, compileShader(FRAGMENT_SHADER_CODE, GL_FRAGMENT_SHADER));
glLinkProgram(shader);
return shader;
}
GLint setupComputeShader() {
GLint shader = glCreateProgram();
- glAttachShader(shader, compileShader("#version 430\n" GLSL(
- layout (local_size_x = 1) in;
- layout (std430, binding=1) buffer bufferA{ float data[]; };
- uniform vec2 world;
-
- float rand(vec2 co){
- return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
- }
-
- bool insideWorld(vec2 v) {
- return v.x > -world.x/2.
- && v.x < world.x/2.
- && v.y > -world.y/2.
- && v.y < world.y/2.;
- }
-
- void main() {
- uint idx = 3*gl_GlobalInvocationID.x;
- vec2 v = vec2(data[idx+0], data[idx+1]);
-
- if ( data[idx+2] < 5. && insideWorld(v) ) {
- data[idx+0] += 0.01 * cos(v.x*cos(v.y));
- data[idx+1] += 0.01 * sin(v.x-v.y);
- data[idx+2] += 0.01;
- } else {
- data[idx+0] = -(world.x/2.) + rand(vec2(data[idx+1], data[idx+0])) * world.x;
- data[idx+1] = -(world.y/2.) + rand(vec2(data[idx+0], data[idx+1])) * world.y;
- data[idx+2] = uint(rand(v) * 5.);
- }
- }),
- GL_COMPUTE_SHADER));
+ glAttachShader(shader, compileShader(COMPUTE_SHADER_CODE, GL_COMPUTE_SHADER));
glLinkProgram(shader);
return shader;
}
int window_width = 800;
int window_height = 600;
-double mouse_x, mouse_y;
float world_width, world_height;
glm::mat4 MVP;
@@ -143,11 +96,6 @@ void window_size_callback(GLFWwindow*, int width, int height) {
updateMVP();
}
-void cursor_pos_callback(GLFWwindow*, double x, double y) {
- mouse_x = -(world_width/2) + world_width * (x / window_width);
- mouse_y = world_height/2 - world_height * (y / window_height);
-}
-
std::vector<GLfloat> makeInitialParticles(std::size_t count) {
std::vector<GLfloat> buffer;
buffer.reserve(3*count);
@@ -184,7 +132,6 @@ int main() {
return -1;
}
glfwSetWindowSizeCallback(window, window_size_callback);
- glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwMakeContextCurrent(window);
if ( glewInit() != GLEW_OK ) {
@@ -203,14 +150,13 @@ int main() {
GLint ShaderID = setupShader();
GLuint MatrixID = glGetUniformLocation(ShaderID, "MVP");
- GLuint MouseID = glGetUniformLocation(ShaderID, "mouse");
GLint ComputeShaderID = setupComputeShader();
GLuint WorldID = glGetUniformLocation(ComputeShaderID, "world");
updateMVP();
- const std::size_t particle_count = 500000;
+ const std::size_t particle_count = 100000;
auto vertex_buffer_data = makeInitialParticles(particle_count);
@@ -237,7 +183,6 @@ int main() {
glUseProgram(ShaderID);
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
- glUniform2f(MouseID, mouse_x, mouse_y);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
diff --git a/src/shader/compute.glsl b/src/shader/compute.glsl
new file mode 100644
index 0000000..8b1deab
--- /dev/null
+++ b/src/shader/compute.glsl
@@ -0,0 +1,34 @@
+static const std::string COMPUTE_SHADER_CODE = R"(
+#version 430
+
+layout (local_size_x = 1) in;
+layout (std430, binding=1) buffer bufferA{ float data[]; };
+
+uniform vec2 world;
+
+float rand(vec2 co){
+ return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
+}
+
+bool insideWorld(vec2 v) {
+ return v.x > -world.x/2.
+ && v.x < world.x/2.
+ && v.y > -world.y/2.
+ && v.y < world.y/2.;
+}
+
+void main() {
+ uint idx = 3*gl_GlobalInvocationID.x;
+ vec2 v = vec2(data[idx+0], data[idx+1]);
+
+ if ( data[idx+2] < 5. && insideWorld(v) ) {
+ data[idx+0] += 0.01 * cos(v.x*cos(v.y));
+ data[idx+1] += 0.01 * sin(v.x-v.y);
+ data[idx+2] += 0.01;
+ } else {
+ data[idx+0] = -(world.x/2.) + rand(vec2(data[idx+1], data[idx+0])) * world.x;
+ data[idx+1] = -(world.y/2.) + rand(vec2(data[idx+0], data[idx+1])) * world.y;
+ data[idx+2] = uint(rand(v) * 5.);
+ }
+}
+)";
diff --git a/src/shader/fragment.glsl b/src/shader/fragment.glsl
new file mode 100644
index 0000000..37e18bd
--- /dev/null
+++ b/src/shader/fragment.glsl
@@ -0,0 +1,5 @@
+static const std::string FRAGMENT_SHADER_CODE = R"(
+void main() {
+ gl_FragColor = gl_Color;
+}
+)";
diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl
new file mode 100644
index 0000000..8ab6ccb
--- /dev/null
+++ b/src/shader/vertex.glsl
@@ -0,0 +1,8 @@
+static const std::string VERTEX_SHADER_CODE = R"(
+uniform mat4 MVP;
+
+void main() {
+ gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0);
+ gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.);
+}
+)";