feat: added multithreading

This commit is contained in:
Afonso Clerigo Mendes de Sousa 2026-03-23 22:49:39 +00:00
parent 2980fda372
commit 2b9aa3922e
5 changed files with 170 additions and 25 deletions

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@ -1,7 +1,10 @@
#ifndef PARTICLE_H #ifndef PARTICLE_H
#define PARTICLE_H #define PARTICLE_H
#include <pthread.h>
#include <stdlib.h> #include <stdlib.h>
#include <unistd.h>
#include <stdatomic.h>
#define G_CONSTANT 0.207f #define G_CONSTANT 0.207f
@ -18,9 +21,25 @@ typedef struct {
Vec3 velocity; Vec3 velocity;
Color color; Color color;
float dampening;
float life; float life;
float size;
} Particle; } Particle;
typedef struct {
Particle *particle;
unsigned long long thread_id;
unsigned long long interval_start;
unsigned long long interval_end;
int alive_count;
float time;
pthread_mutex_t *mutex;
pthread_cond_t *cond;
int *barrier;
atomic_int exit;
} Physics_params;
// INFO: This adds adder to out, basicaly out + adder // INFO: This adds adder to out, basicaly out + adder
void vec_add(Vec3 &out, Vec3 adder) { void vec_add(Vec3 &out, Vec3 adder) {
out.x += adder.x; out.x += adder.x;
@ -35,6 +54,7 @@ Particle particle_init(Vec3 position, Color color) {
p.velocity = {0.0f, 0.0f, 0.0f}; p.velocity = {0.0f, 0.0f, 0.0f};
p.life = 10; p.life = 10;
p.dampening = 0.97f;
return p; return p;
} }
@ -43,19 +63,24 @@ int particle_update(Particle *particles, unsigned long long size, float time) {
for (unsigned long long i = 0; i < size; i++) { for (unsigned long long i = 0; i < size; i++) {
Particle p = particles[i]; Particle p = particles[i];
if (p.life == 0) { if (p.life == 0) {
particles[i].position = {0.0f, 0.0f, 0.0f}; // Start at center
particles[i].velocity = {(rand() % 100 - 50) / 50.0f, 5.0f, 0.0f}; // Random spray up
particles[i].life = 2.0f; // Give it 2 seconds of life
continue; continue;
} }
p.velocity.y -= (G_CONSTANT * time); // p.velocity.y -= (G_CONSTANT * time);
p.position.x += p.velocity.x * time; p.position.x += p.velocity.x * time;
p.position.y += p.velocity.y * time; p.position.y += p.velocity.y * time;
p.position.z += p.velocity.z * time; p.position.z += p.velocity.z * time;
if (p.life > 0) p.life -= time; if (p.position.y <= 0) {
p.position.y = 0;
p.velocity.y *= (-1 * p.dampening);
}
if (p.life > 0)
p.life -= time;
if (p.life < 0 && p.life >= -1.0f)
p.life = 0;
particles[i] = p; particles[i] = p;
alive_count++; alive_count++;
@ -64,4 +89,59 @@ int particle_update(Particle *particles, unsigned long long size, float time) {
return alive_count; return alive_count;
} }
void *t_update(void *args) {
Physics_params *params = (Physics_params *)args;
while (params->exit != 1) {
pthread_mutex_lock(params->mutex);
if (params->(missing) == 0) {
sleep(100);
}
pthread_mutex_unlock(params->mutex);
params->alive_count = 0;
for (unsigned long long i = params->interval_start; i < params->interval_end; i++) {
Particle p = params->particle[i];
if (p.life == 0) {
continue;
}
p.velocity.y -= (G_CONSTANT * params->time);
p.position.x += p.velocity.x * params->time;
p.position.y += p.velocity.y * params->time;
p.position.z += p.velocity.z * params->time;
if (p.position.y <= 0) {
p.position.y = 0;
p.velocity.y *= (-1 * p.dampening);
}
if (p.life > 0)
p.life -= params->time;
if (p.life < 0 && p.life >= -1.0f)
p.life = 0;
// DEBUG
if (params->thread_id == 0) {
p.color = {1.0f, 1.0f, 1.0f, 1.0f};
} else if (params->thread_id == 1) {
p.color = {1.0f, 0.0f, 0.0f, 1.0f};
} else if (params->thread_id == 2) {
p.color = {0.0f, 1.0f, 0.0f, 1.0f};
} else if (params->thread_id == 3) {
p.color = {0.0f, 0.0f, 1.0f, 1.0f};
} else {
p.color = {0.7f, 0.7f, 0.7f, 1.0f};
;
}
params->particle[i] = p;
params->alive_count++;
}
}
return NULL;
}
#endif // PARTICLE_H #endif // PARTICLE_H

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@ -9,18 +9,24 @@
#include "imgui/imgui.h" #include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h" #include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h" #include "imgui/imgui_impl_opengl3.h"
#include <cstddef>
#include <cstdio> #include <cstdio>
#include <cstdlib>
#include <pthread.h>
#include <time.h>
const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl"; const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl"; const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
const char PROGRAM_NAME[] = "Particle Sim"; const char PROGRAM_NAME[] = "Particle Sim";
const unsigned int THREAD_COUNT = 4;
const unsigned int SCR_WIDTH = 1920; const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080; const unsigned int SCR_HEIGHT = 1080;
const char *glsl_version; const char *glsl_version;
const unsigned int PARTICLE_COUNT = 1000; const unsigned int PARTICLE_COUNT = 100000;
GLFWwindow *window; GLFWwindow *window;
unsigned int VBO, VAO; unsigned int VBO, VAO;
@ -31,6 +37,10 @@ Camera *g_camera = nullptr;
AxisRenderer g_axis; AxisRenderer g_axis;
GridRenderer g_grid; GridRenderer g_grid;
pthread_mutex_t mutex;
pthread_cond_t cond;
pthread_barrier_t barrier;
static void cursor_callback(GLFWwindow *w, double xpos, double ypos) { static void cursor_callback(GLFWwindow *w, double xpos, double ypos) {
#ifndef NDEBUG #ifndef NDEBUG
// Let ImGui eat mouse when cursor is free // Let ImGui eat mouse when cursor is free
@ -57,6 +67,8 @@ static void mouse_button_callback(GLFWwindow *w, int button, int action, int mod
} }
__attribute__((constructor)) static void init_glfw(void) { __attribute__((constructor)) static void init_glfw(void) {
srand(time(NULL));
if (!glfwInit()) { if (!glfwInit()) {
fprintf(stderr, "GLFW initialization failed\n"); fprintf(stderr, "GLFW initialization failed\n");
abort(); // program cannot continue abort(); // program cannot continue
@ -97,17 +109,25 @@ __attribute__((constructor)) static void init_glfw(void) {
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Position: 3 floats, starts at 0 // Position: 3 floats, starts at 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Color: 4 floats, starts after 6 floats (Position + Velocity) // Color: 4 floats, starts after 6 floats (Position + Velocity)
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)(6 * sizeof(float))); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
// Life: 1 float, starts after 10 floats (Position + Velocity + Color) // Life: 1 float, starts after 10 floats (Position + Velocity + Color)
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)(10 * sizeof(float))); glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(10 * sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
// Dampening: 1 float, starts after 11 floars (Positon + Velocity + Color + Life)
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(11 * sizeof(float)));
glEnableVertexAttribArray(3);
// Size: 1 float, starts after 11 floars (Positon + Velocity + Color + Life + Dampening)
glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(12 * sizeof(float)));
glEnableVertexAttribArray(4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Particle) * PARTICLE_COUNT, NULL, GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(Particle) * PARTICLE_COUNT, NULL, GL_DYNAMIC_DRAW);
char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE); char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
@ -179,6 +199,9 @@ int main() {
init_imgui(); init_imgui();
#endif #endif
pthread_t *threads = (pthread_t *)malloc(sizeof(pthread_t) * THREAD_COUNT);
Physics_params *thread_params = (Physics_params *)malloc(sizeof(Physics_params) * THREAD_COUNT);
Camera camera = camera_init(glm::vec3(2.0f, 2.0f, 5.0f), SCR_WIDTH, SCR_HEIGHT); Camera camera = camera_init(glm::vec3(2.0f, 2.0f, 5.0f), SCR_WIDTH, SCR_HEIGHT);
g_camera = &camera; g_camera = &camera;
@ -197,8 +220,16 @@ int main() {
snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n"); snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
} else { } else {
for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) { for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) {
particles[i] = particle_init({0.0, 0.0, 0.0}, {1.0, 1.0, 1.0, 1.0});
particles[i].life = -1.0f; // Start with imortal particles float x, y, z;
x = (float)(rand() % 200) / 100; // [0.0 , 2.0]
y = (float)(rand() % 200) / 100; // [0.0 , 2.0]
z = (float)(rand() % 200) / 100; // [0.0 , 2.0]
particles[i] = particle_init({x, y, z}, {x, y, z, 1.0});
particles[i].life = -2.0f; // Start with imortal particles
particles[i].size = 20;
} }
} }
@ -207,6 +238,24 @@ int main() {
float delta_time; float delta_time;
int alive_count = 0; int alive_count = 0;
pthread_mutex_init(&mutex, NULL);
pthread_cond_init(&cond, NULL);
pthread_barrier_init(&barrier, NULL, THREAD_COUNT + 1);
for (int i = 0; i < THREAD_COUNT; i++) {
thread_params[i].particle = particles;
thread_params[i].interval_start = (PARTICLE_COUNT / THREAD_COUNT) * i;
thread_params[i].interval_end = (PARTICLE_COUNT / THREAD_COUNT) * (i + 1);
thread_params[i].time = 0;
thread_params[i].exit = 0;
thread_params[i].alive_count = 0;
thread_params[i].thread_id = i;
thread_params[i].mutex = global_mutex;
pthread_create(&threads[i], NULL, t_update, &thread_params[i]);
}
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
current_time = static_cast<float>(glfwGetTime()); current_time = static_cast<float>(glfwGetTime());
delta_time = current_time - last_time; delta_time = current_time - last_time;
@ -235,7 +284,11 @@ int main() {
glm::mat4 projection = camera_projection(camera, aspect); glm::mat4 projection = camera_projection(camera, aspect);
glm::mat4 mvp = projection * view; // model is identity glm::mat4 mvp = projection * view; // model is identity
alive_count = particle_update(particles, PARTICLE_COUNT, delta_time); alive_count = 0;
for (int i = 0; i < THREAD_COUNT; i++) {
thread_params->time = delta_time;
thread_params->run = 1;
}
// Render // Render
glClearColor(0.03f, 0.03f, 0.03f, 1.0f); glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
@ -264,7 +317,8 @@ int main() {
ImGui::Text("Camera: %.2f %.2f %.2f", (double)camera.position.x, (double)camera.position.y, (double)camera.position.z); ImGui::Text("Camera: %.2f %.2f %.2f", (double)camera.position.x, (double)camera.position.y, (double)camera.position.z);
ImGui::Text("Alive particles: %d", alive_count); ImGui::Text("Alive particles: %d", alive_count);
if (particles) if (particles)
ImGui::Text("P[0]: %.2f %.2f %.2f", (double)particles[0].position.x, (double)particles[0].position.y, (double)particles[0].position.z); ImGui::Text("P[0]: %3.2f %3.2f %3.2f, Life: %0.2f", (double)particles[0].position.x, (double)particles[0].position.y, (double)particles[0].position.z,
(double)particles[0].life);
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Left-click to capture mouse"); ImGui::Text("Left-click to capture mouse");
ImGui::Text("ESC = release mouse / quit"); ImGui::Text("ESC = release mouse / quit");

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@ -4,7 +4,10 @@ in vec4 vColor;
out vec4 FragColor; out vec4 FragColor;
void main() { void main() {
// Soft circular point — discard corners to make round dots
vec2 coord = gl_PointCoord - vec2(0.5);
if (dot(coord, coord) > 0.25)
discard;
FragColor = vColor; FragColor = vColor;
} }

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@ -1,18 +1,26 @@
#version 330 core #version 330 core
layout(location = 0) in vec3 aPos; // Position layout(location = 0) in vec3 aPos;
layout(location = 1) in vec4 aColor; // Color (RGBA) layout(location = 1) in vec4 aColor;
layout(location = 2) in float aLife; // Life layout(location = 2) in float aLife;
layout(location = 4) in float size;
out vec4 vColor; out vec4 vColor;
uniform mat4 uMVP;
uniform float uScreenHeight;
void main() { void main() {
float alpha = aLife; float alpha;
if (aLife > 0.0) { if (aLife < 0.0) {
alpha = aLife / 10.0; // Fade mortal particles alpha = 1.0; // immortal — fully opaque
} else if (aLife < 0.0) { } else {
alpha = 1.0; // Eternal particles are fully opaque alpha = clamp(aLife / 2.0, 0.0, 1.0); // fade over last 2 seconds of life
} }
vColor = vec4(aColor.rgb, aColor.a * alpha); vColor = vec4(aColor.rgb, aColor.a * alpha);
gl_Position = vec4(aPos, 1.0); vec4 clip_pos = uMVP * vec4(aPos, 1.0);
gl_PointSize = 10.0; // Make them big enough to see! gl_Position = clip_pos;
float base_size = 0.2 + size;
gl_PointSize = max(1.0, base_size / clip_pos.w);
} }