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authorAdrian Kummerlaender2018-05-20 21:02:15 +0200
committerAdrian Kummerlaender2018-05-20 21:03:36 +0200
commit85e988e16feddd67be6466fe02dbbaaa2ef61545 (patch)
treeed625dc13763ab2e79b054ea0a444ff8f1302eb3
parent3995a7e1399d4cb71fb761015cc069597863d10a (diff)
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Cleanup
-rw-r--r--src/main.cc49
1 files changed, 29 insertions, 20 deletions
diff --git a/src/main.cc b/src/main.cc
index d7491aa..d381f01 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -13,6 +13,8 @@
#include "shader/fragment.glsl"
#include "shader/compute.glsl"
+const std::size_t particle_count = 100000;
+
GLint getUniform(GLuint program, const std::string& name) {
const GLint uniform = glGetUniformLocation(program, name.c_str());
if ( uniform == -1 ) {
@@ -126,7 +128,8 @@ int main() {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* const window = glfwCreateWindow(window_width, window_height, "computicle", NULL, NULL);
- if( window == NULL ){
+
+ if( window == nullptr ){
std::cerr << "Failed to open GLFW window." << std::endl;
glfwTerminate();
return -1;
@@ -144,26 +147,31 @@ int main() {
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
- GLuint VertexArrayID;
- glGenVertexArrays(1, &VertexArrayID);
- glBindVertexArray(VertexArrayID);
+ updateMVP();
- GLint ShaderID = setupShader();
+ GLint ShaderID = setupShader();
GLuint MatrixID = glGetUniformLocation(ShaderID, "MVP");
GLint ComputeShaderID = setupComputeShader();
GLuint WorldID = glGetUniformLocation(ComputeShaderID, "world");
- updateMVP();
+ auto vertex_buffer_data = makeInitialParticles(particle_count);
- const std::size_t particle_count = 100000;
+ GLuint VertexArrayID;
+ glGenVertexArrays(1, &VertexArrayID);
+ glBindVertexArray(VertexArrayID);
+ glEnableVertexAttribArray(0);
- auto vertex_buffer_data = makeInitialParticles(particle_count);
+ GLuint VertexBufferID;
+ glGenBuffers(1, &VertexBufferID);
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, VertexBufferID);
- GLuint vertexbuffer;
- glGenBuffers(1, &vertexbuffer);
- glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
- glBufferData(GL_ARRAY_BUFFER, vertex_buffer_data.size() * sizeof(GLfloat), &vertex_buffer_data[0], GL_STATIC_DRAW);
+ glBufferData(
+ GL_SHADER_STORAGE_BUFFER,
+ vertex_buffer_data.size() * sizeof(GLfloat),
+ vertex_buffer_data.data(),
+ GL_STATIC_DRAW
+ );
auto lastFrame = std::chrono::high_resolution_clock::now();
@@ -171,10 +179,12 @@ int main() {
// update particles at most 50 times per second
if ( std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - lastFrame).count() >= 20 ) {
glUseProgram(ComputeShaderID);
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vertexbuffer);
+
glUniform2f(WorldID, world_width, world_height);
glDispatchCompute(particle_count, 1, 1);
+ glUseProgram(0);
+
lastFrame = std::chrono::high_resolution_clock::now();
}
@@ -184,21 +194,20 @@ int main() {
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
- glEnableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
-
+ glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glDrawArrays(GL_POINTS, 0, 3*particle_count);
- glDisableVertexAttribArray(0);
+ glUseProgram(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
- glfwWindowShouldClose(window) == 0 );
+ glfwWindowShouldClose(window) == 0 );
- glDeleteBuffers(1, &vertexbuffer);
+ glDeleteBuffers(1, &VertexBufferID);
+ glDisableVertexAttribArray(0);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteProgram(ShaderID);
glDeleteProgram(ComputeShaderID);