silly pineapples
parent
c2ed1dec40
commit
f2630fd153
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@ -1,5 +1,5 @@
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cmake_minimum_required(VERSION 3.25)
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project(gpu-particles VERSION 0.0.4)
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project(gpu-particles VERSION 0.0.5)
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option(ENABLE_ADDRSAN "Enable the address sanitizer" OFF)
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option(ENABLE_UBSAN "Enable the ub sanitizer" OFF)
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@ -4,14 +4,13 @@ const std::string shader_particle_2d_frag = R"("
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#version 300 es
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precision mediump float;
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layout (location = 0) in vec4 position_uv;
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uniform sampler2D tex;
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out vec2 UVs;
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layout (location = 0) out vec4 FragColor;
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void main()
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{
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gl_Position = vec4(position_uv.x, position_uv.y, 0.0, 1.0);
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UVs = position_uv.zw;
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FragColor = texture(tex, gl_PointCoord);
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}
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")";
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@ -4,14 +4,20 @@ const std::string shader_particle_2d_vert = R"("
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#version 300 es
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precision mediump float;
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layout (location = 0) in vec4 position_uv;
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layout (location = 0) in vec2 position;
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out vec2 UVs;
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layout (std140) uniform GlobalMatrices
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{
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mat4 projection;
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mat4 ortho;
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mat4 view;
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mat4 pvm;
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mat4 ovm;
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};
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void main()
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{
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gl_Position = vec4(position_uv.x, position_uv.y, 0.0, 1.0);
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UVs = position_uv.zw;
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gl_Position = ovm * vec4(position.x, position.y, 0.0, 1.0);
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}
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")";
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28
src/main.cpp
28
src/main.cpp
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@ -18,9 +18,13 @@
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#include "blt/gfx/renderer/resource_manager.h"
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#include "blt/gfx/renderer/batch_2d_renderer.h"
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#include "blt/gfx/renderer/camera.h"
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#include <blt/std/random.h>
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#include <shaders/particle.frag>
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#include <shaders/particle.vert>
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#include <imgui.h>
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#include <blt/std/ranges.h>
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constexpr blt::size_t PARTICLE_COUNT = 8192;
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blt::gfx::matrix_state_manager global_matrices;
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blt::gfx::resource_manager resources;
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@ -32,6 +36,12 @@ struct particle_t
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blt::vec2 position;
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blt::vec2 velocity;
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blt::vec2 acceleration;
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static particle_t make_particle()
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{
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blt::random::random_t random{std::random_device()()};
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return {blt::vec2{random.get(0.0f, 500.0f), random.get(0.0f, 500.0f)}, blt::vec2{}, blt::vec2{}};
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}
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};
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std::unique_ptr<blt::gfx::vertex_array_t> particle_vao;
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@ -49,6 +59,24 @@ void init(const blt::gfx::window_data&)
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particle_shader = std::unique_ptr<shader_t>(shader_t::make(shader_particle_2d_vert, shader_particle_2d_frag));
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for (blt::size_t i = 0; i < PARTICLE_COUNT; i++)
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{
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particles.push_back(particle_t::make_particle());
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alive_particles.push_back(i);
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}
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particle_vbo = std::make_unique<vertex_buffer_t>();
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particle_vbo->create(GL_ARRAY_BUFFER);
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particle_vbo->allocate(sizeof(particle_t) * particles.size(), GL_DYNAMIC_DRAW, particles.data());
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alive_particles_ebo = std::make_unique<element_buffer_t>();
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alive_particles_ebo->create();
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alive_particles_ebo->allocate(sizeof(blt::u32) * alive_particles.size(), GL_DYNAMIC_DRAW, alive_particles.data());
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particle_vao = std::make_unique<vertex_array_t>();
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particle_vao->bindVBO(*particle_vbo, 0, 2, GL_FLOAT, sizeof(particle_t), 0);
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particle_vao->bindElement(*alive_particles_ebo);
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global_matrices.create_internals();
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resources.load_resources();
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renderer_2d.create();
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