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authorAdrian Kummerlaender2018-05-18 19:53:06 +0200
committerAdrian Kummerlaender2018-05-18 20:20:54 +0200
commitbd5057ec9aec61925bca2735d4cbae4a8001b9cf (patch)
treecd03a2ade99eba26f24f6d3048d09b9afdba8bd6 /src
parent7646deeea72f3eb1076a432603f001c7a3372d9b (diff)
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Limit particle update rate
Diffstat (limited to 'src')
-rw-r--r--src/main.cc264
1 files changed, 264 insertions, 0 deletions
diff --git a/src/main.cc b/src/main.cc
new file mode 100644
index 0000000..a307ae3
--- /dev/null
+++ b/src/main.cc
@@ -0,0 +1,264 @@
+#include <GL/glew.h>
+#include <GLFW/glfw3.h>
+
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+
+#include <vector>
+#include <iostream>
+#include <random>
+#include <chrono>
+
+GLint getUniform(GLuint program, const std::string& name) {
+ const GLint uniform = glGetUniformLocation(program, name.c_str());
+ if ( uniform == -1 ) {
+ std::cerr << "Could not bind uniform " << name << std::endl;
+ }
+ return uniform;
+}
+
+GLint compileShader(const std::string& source, GLenum type) {
+ GLint shader = glCreateShader(type);
+
+ if ( !shader ) {
+ std::cerr << "Cannot create a shader of type " << type << std::endl;
+ exit(-1);
+ }
+
+ const char* source_data = source.c_str();
+ const int source_length = source.size();
+
+ glShaderSource(shader, 1, &source_data, &source_length);
+ glCompileShader(shader);
+
+ GLint compiled;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if ( !compiled ) {
+ std::cerr << "Cannot compile shader" << std::endl;
+ GLint maxLength = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+ std::vector<GLchar> errorLog(maxLength);
+ glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
+ for( auto c : errorLog ) {
+ std::cerr << c;
+ }
+ std::cerr << std::endl;
+ }
+
+ return shader;
+}
+
+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));
+
+ 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));
+ 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;
+
+void updateMVP() {
+ world_width = 20.f;
+ world_height = world_width / window_width * window_height;
+ glm::mat4 projection = glm::ortho(
+ -(world_width /2), world_width/2,
+ -(world_height/2), world_height/2,
+ 0.1f, 100.0f
+ );
+ glm::mat4 view = glm::lookAt(
+ glm::vec3(0,0,20),
+ glm::vec3(0,0,0),
+ glm::vec3(0,1,0)
+ );
+ glm::mat4 model = glm::mat4(1.0f);
+ MVP = projection * view * model;
+}
+
+void window_size_callback(GLFWwindow*, int width, int height) {
+ window_width = width;
+ window_height = height;
+ glViewport(0, 0, width, 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);
+
+ std::random_device rd;
+ std::mt19937 gen(rd());
+ std::uniform_real_distribution<GLfloat> distX(-world_width/2., world_width/2.);
+ std::uniform_real_distribution<GLfloat> distY(-world_height/2., world_height/2.);
+ std::uniform_real_distribution<GLfloat> distAge(0., 5.);
+
+ for ( std::size_t i = 0; i < count; ++i ) {
+ buffer.emplace_back(distX(gen));
+ buffer.emplace_back(distY(gen));
+ buffer.emplace_back(distAge(gen));
+ }
+
+ return buffer;
+}
+
+int main() {
+ if( !glfwInit() ) {
+ std::cerr << "Failed to initialize GLFW" << std::endl;
+ return -1;
+ }
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ GLFWwindow* const window = glfwCreateWindow(window_width, window_height, "computicle", NULL, NULL);
+ if( window == NULL ){
+ std::cerr << "Failed to open GLFW window." << std::endl;
+ glfwTerminate();
+ return -1;
+ }
+ glfwSetWindowSizeCallback(window, window_size_callback);
+ glfwSetCursorPosCallback(window, cursor_pos_callback);
+ glfwMakeContextCurrent(window);
+
+ if ( glewInit() != GLEW_OK ) {
+ std::cerr << "Failed to initialize GLEW" << std::endl;
+ glfwTerminate();
+ return -1;
+ }
+
+ glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
+
+ glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
+
+ GLuint VertexArrayID;
+ glGenVertexArrays(1, &VertexArrayID);
+ glBindVertexArray(VertexArrayID);
+
+ 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;
+
+ auto vertex_buffer_data = makeInitialParticles(particle_count);
+
+ 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);
+
+ auto lastFrame = std::chrono::high_resolution_clock::now();
+
+ do {
+ // 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);
+
+ lastFrame = std::chrono::high_resolution_clock::now();
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(ShaderID);
+
+ glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
+ glUniform2f(MouseID, mouse_x, mouse_y);
+
+ glEnableVertexAttribArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
+
+ glDrawArrays(GL_POINTS, 0, 3*particle_count);
+
+ glDisableVertexAttribArray(0);
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ }
+ while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
+ glfwWindowShouldClose(window) == 0 );
+
+ glDeleteBuffers(1, &vertexbuffer);
+ glDeleteVertexArrays(1, &VertexArrayID);
+ glDeleteProgram(ShaderID);
+ glDeleteProgram(ComputeShaderID);
+
+ glfwTerminate();
+
+ return 0;
+}