From 85e988e16feddd67be6466fe02dbbaaa2ef61545 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sun, 20 May 2018 21:02:15 +0200 Subject: Cleanup --- src/main.cc | 49 +++++++++++++++++++++++++++++-------------------- 1 file changed, 29 insertions(+), 20 deletions(-) (limited to 'src') 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::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); -- cgit v1.2.3