generated from AfonsoCMSousa/CPP-OpenGLTemplate
feat: COLISIONS
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@ -1,12 +1,13 @@
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#ifndef PARTICLE_H
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#define PARTICLE_H
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#include <math.h>
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#include <pthread.h>
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#include <stdatomic.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <stdatomic.h>
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#define G_CONSTANT 0.207f
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#define G_CONSTANT 0.65f
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typedef struct {
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float x, y, z;
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@ -23,7 +24,7 @@ typedef struct {
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float dampening;
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float life;
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float size;
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float radius;
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} Particle;
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typedef struct {
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@ -36,7 +37,8 @@ typedef struct {
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pthread_mutex_t *mutex;
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pthread_cond_t *cond;
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int *barrier;
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pthread_barrier_t *barrier;
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volatile int run;
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atomic_int exit;
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} Physics_params;
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@ -47,14 +49,23 @@ void vec_add(Vec3 &out, Vec3 adder) {
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out.z += adder.z;
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}
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float vec_length(Vec3 v) {
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return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
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}
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float vec_dot(Vec3 a, Vec3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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Particle particle_init(Vec3 position, Color color) {
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Particle p;
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p.position = position;
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p.color = color;
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p.velocity = {0.0f, 0.0f, 0.0f};
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p.life = 10;
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p.dampening = 0.97f;
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p.life = -2.0f; // INFO: Imorta
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p.dampening = 0.9f;
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p.radius = 0.05f;
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return p;
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}
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@ -89,12 +100,58 @@ int particle_update(Particle *particles, unsigned long long size, float time) {
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return alive_count;
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}
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void collision_update(Particle *particles, unsigned long long count, float restitution) {
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for (unsigned long long i = 0; i < count; i++) {
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for (unsigned long long j = i + 1; j < count; j++) {
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Particle &p1 = particles[i];
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Particle &p2 = particles[j];
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if (p1.life == 0 || p2.life == 0) {
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continue;
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}
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Vec3 diff = {p2.position.x - p1.position.x, p2.position.y - p1.position.y, p2.position.z - p1.position.z};
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float dist = vec_length(diff);
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float overlap = p1.radius + p2.radius - dist;
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Vec3 normal;
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if (overlap > 0 && dist > 0.00001f) {
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normal = {diff.x / dist, diff.y / dist, diff.z / dist};
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p1.position.x -= normal.x * overlap * 0.5f;
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p1.position.y -= normal.y * overlap * 0.5f;
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p1.position.z -= normal.z * overlap * 0.5f;
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p2.position.x += normal.x * overlap * 0.5f;
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p2.position.y += normal.y * overlap * 0.5f;
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p2.position.z += normal.z * overlap * 0.5f;
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float velocity_relative_x = p1.velocity.x - p2.velocity.x;
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float velocity_relative_y = p1.velocity.y - p2.velocity.y;
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float velocity_relative_z = p1.velocity.z - p2.velocity.z;
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float v_rel = vec_dot({velocity_relative_x, velocity_relative_y, velocity_relative_z}, normal);
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if (v_rel < 0) {
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float impulse = -(1 + restitution) * v_rel / 2.0f;
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p1.velocity.x -= impulse * normal.x;
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p1.velocity.y -= impulse * normal.y;
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p1.velocity.z -= impulse * normal.z;
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p2.velocity.x += impulse * normal.x;
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p2.velocity.y += impulse * normal.y;
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p2.velocity.z += impulse * normal.z;
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}
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}
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}
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}
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}
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void *t_update(void *args) {
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Physics_params *params = (Physics_params *)args;
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while (params->exit != 1) {
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pthread_mutex_lock(params->mutex);
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if (params->(missing) == 0) {
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sleep(100);
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while (params->run == 0) {
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pthread_cond_wait(params->cond, params->mutex); // sleeps here
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}
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pthread_mutex_unlock(params->mutex);
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@ -123,6 +180,7 @@ void *t_update(void *args) {
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p.life = 0;
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// DEBUG
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/*
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if (params->thread_id == 0) {
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p.color = {1.0f, 1.0f, 1.0f, 1.0f};
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} else if (params->thread_id == 1) {
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@ -135,10 +193,13 @@ void *t_update(void *args) {
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p.color = {0.7f, 0.7f, 0.7f, 1.0f};
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;
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}
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*/
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params->particle[i] = p;
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params->alive_count++;
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}
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params->run = 0;
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pthread_barrier_wait(params->barrier);
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}
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return NULL;
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@ -20,13 +20,13 @@ const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
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const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
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const char PROGRAM_NAME[] = "Particle Sim";
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const unsigned int THREAD_COUNT = 4;
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const unsigned int THREAD_COUNT = 8;
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const unsigned int SCR_WIDTH = 1920;
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const unsigned int SCR_HEIGHT = 1080;
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const char *glsl_version;
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const unsigned int PARTICLE_COUNT = 100000;
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const unsigned int PARTICLE_COUNT = 2000;
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GLFWwindow *window;
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unsigned int VBO, VAO;
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@ -100,6 +100,7 @@ __attribute__((constructor)) static void init_glfw(void) {
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glEnable(GL_PROGRAM_POINT_SIZE);
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glGenVertexArrays(1, &VAO);
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@ -220,16 +221,11 @@ int main() {
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snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
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} else {
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for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) {
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float x = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random x between -1 and 1
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float y = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random y between -1 and 1
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float z = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random z between -1 and 1
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float x, y, z;
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x = (float)(rand() % 200) / 100; // [0.0 , 2.0]
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y = (float)(rand() % 200) / 100; // [0.0 , 2.0]
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z = (float)(rand() % 200) / 100; // [0.0 , 2.0]
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particles[i] = particle_init({x, y, z}, {x, y, z, 1.0});
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particles[i].life = -2.0f; // Start with imortal particles
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particles[i].size = 20;
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particles[i] = particle_init({x, 2, z}, {1.0f, 0.5f, 0.2f, 1.0f});
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}
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}
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@ -249,10 +245,13 @@ int main() {
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thread_params[i].time = 0;
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thread_params[i].exit = 0;
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thread_params[i].run = 0;
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thread_params[i].alive_count = 0;
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thread_params[i].thread_id = i;
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thread_params[i].mutex = global_mutex;
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thread_params[i].mutex = &mutex;
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thread_params[i].cond = &cond;
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thread_params[i].barrier = &barrier;
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pthread_create(&threads[i], NULL, t_update, &thread_params[i]);
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}
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@ -284,15 +283,25 @@ int main() {
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glm::mat4 projection = camera_projection(camera, aspect);
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glm::mat4 mvp = projection * view; // model is identity
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alive_count = 0;
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pthread_mutex_lock(&mutex);
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for (int i = 0; i < THREAD_COUNT; i++) {
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thread_params->time = delta_time;
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thread_params->run = 1;
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thread_params[i].time = delta_time;
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thread_params[i].run = 1;
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}
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pthread_cond_broadcast(&cond);
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pthread_mutex_unlock(&mutex);
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pthread_barrier_wait(&barrier);
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alive_count = 0;
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for (int i = 0; i < THREAD_COUNT; i++)
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alive_count += thread_params[i].alive_count;
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collision_update(particles, alive_count, 0.06f);
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// Render
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glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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grid_draw(g_grid, mvp);
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axis_draw(g_axis, mvp);
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@ -21,6 +21,6 @@ void main() {
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vec4 clip_pos = uMVP * vec4(aPos, 1.0);
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gl_Position = clip_pos;
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float base_size = 0.2 + size;
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float base_size = 0.5 + (size * 2000);
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gl_PointSize = max(1.0, base_size / clip_pos.w);
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}
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