working on readme

main
Brett 2023-04-04 22:02:11 -04:00
parent a86b620d2f
commit 587f7909fa
261 changed files with 599 additions and 80 deletions

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@ -15,8 +15,9 @@ void main() {
//out_color = vec4(uv_, 0.0, 1.0);
out_color = texture(texture_array, vec3(uv_, index));
if (out_color.a < 0.1)
discard;
// discard disables early depth testing!
//if (out_color.a < 0.1)
// discard;
}
")";

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@ -11,21 +11,13 @@ in vec4 pos_[];
out vec2 uv_;
out float index;
const vec3 vertices[] = {
vec3(0.5f, 0.5f, 0.0f),
vec3(0.5f, -0.5f, 0.0f),
vec3(-0.5f, -0.5f, 0.0f),
vec3(-0.5f, 0.5f, 0.0f)
};
uniform mat4 pvm;
uniform vec4 up;
uniform vec4 right;
void emitTransformed(vec3 pos){
void transform(vec3 pos){
// passthough index
index = pos_[0].w;
//gl_Position = pvm * vec4(pos_[0].xyz + vertices[0], 1.0);
gl_Position = pvm * vec4(pos, 1.0);
}
@ -33,19 +25,20 @@ void main() {
const float quad_size = 0.5;
vec3 pos = pos_[0].xyz;
emitTransformed(pos + up.xyz * quad_size + right.xyz * quad_size);
// using the up and right vectors to generate the verticies for this particle ensures that the particle always faces the camera
transform(pos + up.xyz * quad_size + right.xyz * quad_size);
uv_ = vec2(0, 0);
EmitVertex();
emitTransformed(pos + up.xyz * quad_size - right.xyz * quad_size);
transform(pos + up.xyz * quad_size - right.xyz * quad_size);
uv_ = vec2(0, 1);
EmitVertex();
emitTransformed(pos - up.xyz * quad_size + right.xyz * quad_size);
transform(pos - up.xyz * quad_size + right.xyz * quad_size);
uv_ = vec2(1, 0);
EmitVertex();
emitTransformed(pos - up.xyz * quad_size - right.xyz * quad_size);
transform(pos - up.xyz * quad_size - right.xyz * quad_size);
uv_ = vec2(1, 1);
EmitVertex();

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@ -17,11 +17,12 @@ const float SPEED = 1.0f;
const float SPEED_FACTOR = 25.0f;
const float BOUNCE_FACTOR = 0.75f;
const float SPREAD = 4.5f;
const float particle_lifetime = 120.0f;
const vec2 p_min = vec2(-50, -50);
const vec2 p_max = vec2(50, 50);
const float particle_lifetime = 25.0f;
const vec3 inital_pos = vec3(0.0f, 1.0f, 0.0f);
const vec4 inital_dir = vec4(0.0f, 1.0f, 0.0f, 0.0f);
const vec2 p_min = vec2(-50, -50);
const vec2 p_max = vec2(50, 50);
const vec4 GRAVITY = vec4(0.0, -9.8, 0.0, 0.0);
@ -60,7 +61,7 @@ void main() {
pos += vec4(dir.xyz * SPEED * deltaSeconds, 0.0);
dir += vec4(GRAVITY.xyz * deltaSeconds, 0.0);
if (pos.y < 0 && checkBounds(pos.xy)) {
if (pos.y < 0 && checkBounds(pos.xz)) {
dir.y = -dir.y * BOUNCE_FACTOR;
pos.y = 0;
}

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@ -0,0 +1,13 @@
#ifdef __cplusplus
#include <string>
std::string shader_sort = R"("
#version 460
layout (local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main() {
}
")";
#endif

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@ -12,7 +12,7 @@
#include <blt/math/vectors.h>
#include <type_traits>
const std::string WINDOW_TITLE = "Assignment 3: They said WHAT?!";
const std::string WINDOW_TITLE = "Assignment 3: The Power Of Love";
static constexpr int TARGET_FPS = 60;
static constexpr float FOV = 90;

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@ -0,0 +1,34 @@
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\fi}
\fi}
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\documentclass[]{report}
\usepackage{blindtext}
\usepackage{titlepic}
\usepackage{titlesec}
\usepackage{graphicx}
\usepackage{float}
\usepackage{titlesec}
\usepackage{listings}
\usepackage[%
colorlinks=true,
pdfborder={0 0 0},
linkcolor=red
]{hyperref}
\makeatletter
\renewcommand{\@makechapterhead}[1]{%
\vspace*{50 pt}%
{\setlength{\parindent}{0pt} \raggedright \normalfont
\bfseries\Huge
#1\par\nobreak\vspace{40 pt}}}
\makeatother
% Title Page
\title{COSC 3P98 Assignment 3}
\author{Brett Terpstra - 6920201 - bt19ex@brocku.ca}
\titlepic{\includegraphics[width=\textwidth]{screenshot001.png}}
\renewcommand*\contentsname{Table Of Contents}
\begin{document}
\maketitle
\begin{abstract}
Particle systems are the cornerstone of all modern game engines as they allow effects such as smoke which are otherwise impossible with static meshes. Ergo a good particle system should be flexible while maintaining stable performance. This document serves as an informal report on the design and implementaion of two particle systems; a basic but flexible engine and a high performance extendable "modern" GPU powered particle system.
\end{abstract}
\tableofcontents
\chapter{Introduction}
\section{Description}
Over the course of working on this assignment I began to wonder how far I could push my hardware and \autoref{chap:hp} "Performance Mode" will go furher into this. As for the main assignment requirements, they are met simply by running the CMake project. On my hardware the simple particle fountain can reach 30k particles and features sorted transparency.
\subsection{Extra Features}
\begin{itemize}
\item Ordered Alpha Blending
\item "Spray" Mode (12)
\item Textured Particles/Plane/Cube (16)
\item Particles with Different Textures (18)
\item Extra Feature - "Performance Mode" (23)
\end{itemize}
\subsection{Missing Features}
Random spin mode was left out intentionally for two reasons. One, I specifically designed the particle strucutre to fit in 32 bytes, half the width of a cache line. Two, the potential marks was not worth disturbing the particle data structure and further altering the particle system. There is likely little benefit to ensuring the particles fit nicely inside a cache line as most of the CPU time is spent on OpenGL API calls. See \autoref{chap:hp} "Performance Mode" for more information.
\section{Building}
As of writing this report, I have yet to build and test on Windows. The Visual Studio project will build without issues, however, since this assignment was primarily designed and tested on Debain 12 "Bookworm" (Linux 6.1.0-6-amd64) using AMD/Intel hardware (Mesa 22.3.6), I reccomend using CMake.
\subsection{Caveats}
The assignment makes use of a non-standard OpenGL extention during texture loading. "GL\_TEXTURE\_MAX\_ANISOTROPY\_EXT" should work on all modern Intel/AMD/Nvidia hardware, if it doesn't work on your hardware consider removing the line from texture.h and high\_perf.cpp
\subsection{Build Commands}
\begin{figure}[H]
\centering
\begin{lstlisting}
mkdir build && cd build
cmake -DCMAKE_BUILD_TYPE=Release ../
make -j 16
./assign3
\end{lstlisting}
\caption{Linux build commands.}
\end{figure}
\section{Usage}
Keybindings and usage instructions are printed at program startup.
\chapter{Performance Mode}\label{chap:hp}
\subsection{Design}
The high performance mode is the result of a weekend hack-a-ton where I wanted to see how easy it would be to implement a million particle+ renderer. The rendering engine itself can handle around 20 million particles at about 60fps (\autoref{fig:screenshot002}).
\begin{figure}[H]
\centerline{\includegraphics[width=1.5\linewidth]{screenshot002}}
\caption[]{20 million particles distributed in a 50x25x50 cube with load monitors}
\label{fig:screenshot002}
\end{figure}
\end{document}

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\contentsline {chapter}{\numberline {1}Introduction}{2}{chapter.1}%
\contentsline {section}{\numberline {1.1}Description}{2}{section.1.1}%
\contentsline {subsection}{\numberline {1.1.1}Extra Features}{2}{subsection.1.1.1}%
\contentsline {subsection}{\numberline {1.1.2}Missing Features}{2}{subsection.1.1.2}%
\contentsline {section}{\numberline {1.2}Building}{2}{section.1.2}%
\contentsline {subsection}{\numberline {1.2.1}Caveats}{3}{subsection.1.2.1}%
\contentsline {subsection}{\numberline {1.2.2}Build Commands}{3}{subsection.1.2.2}%
\contentsline {section}{\numberline {1.3}Usage}{3}{section.1.3}%
\contentsline {chapter}{\numberline {2}Performance Mode}{4}{chapter.2}%
\contentsline {subsection}{\numberline {2.0.1}Design}{4}{subsection.2.0.1}%

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