2026-03-24 00:49:09 +00:00

349 lines
10 KiB
C++

#include "main.h"
#include "axis.h"
#include "camera.h"
#include "grid.h"
#include "io.h"
#include "particle.h"
// ImGui includes
#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include <cstddef>
#include <cstdio>
#include <cstdlib>
#include <pthread.h>
#include <time.h>
const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
const char PROGRAM_NAME[] = "Particle Sim";
const unsigned int THREAD_COUNT = 8;
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;
const char *glsl_version;
const unsigned int PARTICLE_COUNT = 2000;
GLFWwindow *window;
unsigned int VBO, VAO;
unsigned int shader;
char errLog[128];
Camera *g_camera = nullptr;
AxisRenderer g_axis;
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) {
#ifndef NDEBUG
// Let ImGui eat mouse when cursor is free
if (!g_camera->cursor_captured)
return;
#endif
if (g_camera)
camera_mouse(*g_camera, xpos, ypos);
}
static void scroll_callback(GLFWwindow *w, double xoffset, double yoffset) {
if (g_camera && g_camera->cursor_captured)
camera_scroll(*g_camera, yoffset);
}
static void mouse_button_callback(GLFWwindow *w, int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
if (g_camera && !g_camera->cursor_captured) {
g_camera->cursor_captured = true;
g_camera->first_mouse = true;
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
}
__attribute__((constructor)) static void init_glfw(void) {
srand(time(NULL));
if (!glfwInit()) {
fprintf(stderr, "GLFW initialization failed\n");
abort(); // program cannot continue
}
glsl_version = "#version 330";
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#endif
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, PROGRAM_NAME, NULL, NULL);
if (window == NULL) {
glfwTerminate();
fprintf(stderr, "Failed to create GLFW window\n");
abort();
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
glfwTerminate();
abort();
}
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnableVertexAttribArray(0);
// Position: 3 floats, starts at 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// Color: 4 floats, starts after 6 floats (Position + Velocity)
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(1);
// Life: 1 float, starts after 10 floats (Position + Velocity + Color)
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(10 * sizeof(float)));
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);
char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
if (!vertex_shader_source || !fragment_shader_source) {
fprintf(stderr, "Failed to read shader files. CWD is probably wrong.\n");
abort();
}
int success;
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, errLog);
fprintf(stderr, "VERTEX ERROR: %s\n", errLog);
}
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, errLog);
fprintf(stderr, "FRAGMENT ERROR: %s\n", errLog);
}
shader = glCreateProgram();
glAttachShader(shader, vertex_shader);
glAttachShader(shader, fragment_shader);
glLinkProgram(shader);
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 512, NULL, errLog);
fprintf(stderr, "LINK: %s\n", errLog);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
free(vertex_shader_source);
free(fragment_shader_source);
}
__attribute__((destructor)) static void shutdown_glfw(void) {
axis_destroy(g_axis);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shader);
glfwDestroyWindow(window);
glfwTerminate();
}
static inline void init_imgui() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
}
int main() {
#ifndef NDEBUG
init_imgui();
#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);
g_camera = &camera;
// Axis renderer
g_axis = axis_init();
g_grid = grid_init();
// Register callbacks AFTER ImGui init so ImGui gets them first via chain
glfwSetCursorPosCallback(window, cursor_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
Particle *particles = (Particle *)malloc(sizeof(Particle) * PARTICLE_COUNT);
if (particles == NULL) {
snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
} else {
for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) {
float x = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random x between -1 and 1
float y = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random y between -1 and 1
float z = ((float)rand() / RAND_MAX) * 2.0f - 1.0f; // Random z between -1 and 1
particles[i] = particle_init({x, 2, z}, {1.0f, 0.5f, 0.2f, 1.0f});
}
}
float current_time;
float last_time = static_cast<float>(glfwGetTime());
float delta_time;
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].run = 0;
thread_params[i].alive_count = 0;
thread_params[i].thread_id = i;
thread_params[i].mutex = &mutex;
thread_params[i].cond = &cond;
thread_params[i].barrier = &barrier;
pthread_create(&threads[i], NULL, t_update, &thread_params[i]);
}
while (!glfwWindowShouldClose(window)) {
current_time = static_cast<float>(glfwGetTime());
delta_time = current_time - last_time;
last_time = current_time;
// Poll events
glfwPollEvents();
#ifndef NDEBUG
// ESC releases cursor; if cursor already free, close window
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
if (camera.cursor_captured) {
camera.cursor_captured = false;
camera.first_mouse = true;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} else {
glfwSetWindowShouldClose(window, true);
}
}
#endif
camera_keyboard(camera, window, delta_time);
// Build MVP
float aspect = (float)SCR_WIDTH / (float)SCR_HEIGHT;
glm::mat4 view = camera_view(camera);
glm::mat4 projection = camera_projection(camera, aspect);
glm::mat4 mvp = projection * view; // model is identity
pthread_mutex_lock(&mutex);
for (int i = 0; i < THREAD_COUNT; i++) {
thread_params[i].time = delta_time;
thread_params[i].run = 1;
}
pthread_cond_broadcast(&cond);
pthread_mutex_unlock(&mutex);
pthread_barrier_wait(&barrier);
alive_count = 0;
for (int i = 0; i < THREAD_COUNT; i++)
alive_count += thread_params[i].alive_count;
collision_update(particles, alive_count, 0.06f);
// Render
glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
grid_draw(g_grid, mvp);
axis_draw(g_axis, mvp);
glUseProgram(shader);
glUniformMatrix4fv(glGetUniformLocation(shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles);
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, alive_count);
glBindVertexArray(0);
#ifndef NDEBUG
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Debug");
ImGui::Text("FPS: %.1f", (double)ImGui::GetIO().Framerate);
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);
if (particles)
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::Text("Left-click to capture mouse");
ImGui::Text("ESC = release mouse / quit");
ImGui::Text("%s", errLog);
ImGui::End();
// Render ImGui
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
#endif
// Swap buffers
glfwSwapBuffers(window);
}
free(particles);
return 0;
}