generated from AfonsoCMSousa/CPP-OpenGLTemplate
382 lines
11 KiB
C++
382 lines
11 KiB
C++
#include "main.h"
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#ifdef __APPLE__
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#include "pthread_barrier.h"
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#endif
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#include "axis.h"
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#include "camera.h"
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#include "grid.h"
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#include "io.h"
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#include "particle.h"
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// ImGui includes
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#include "imgui/imgui.h"
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#include "imgui/imgui_impl_glfw.h"
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#include "imgui/imgui_impl_opengl3.h"
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#include <cstddef>
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#include <cstdio>
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#include <cstdlib>
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#include <pthread.h>
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#include <time.h>
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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 = 16;
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const unsigned int SCR_WIDTH = 2560;
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const unsigned int SCR_HEIGHT = 1440;
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const char *glsl_version;
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const unsigned int PARTICLE_COUNT = 5000;
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GLFWwindow *window;
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unsigned int VBO, VAO;
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unsigned int shader;
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char errLog[128];
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Camera *g_camera = nullptr;
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AxisRenderer g_axis;
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GridRenderer g_grid;
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pthread_mutex_t mutex;
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pthread_cond_t cond;
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pthread_barrier_t barrier;
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static void cursor_callback(GLFWwindow *w, double xpos, double ypos) {
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#ifndef NDEBUG
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// Let ImGui eat mouse when cursor is free
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if (!g_camera->cursor_captured)
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return;
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#endif
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if (g_camera)
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camera_mouse(*g_camera, xpos, ypos);
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}
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static void scroll_callback(GLFWwindow *w, double xoffset, double yoffset) {
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if (g_camera && g_camera->cursor_captured)
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camera_scroll(*g_camera, yoffset);
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}
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static void mouse_button_callback(GLFWwindow *w, int button, int action, int mods) {
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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if (g_camera && !g_camera->cursor_captured) {
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g_camera->cursor_captured = true;
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g_camera->first_mouse = true;
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glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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}
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__attribute__((constructor)) static void init_glfw(void) {
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srand(time(NULL));
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if (!glfwInit()) {
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fprintf(stderr, "GLFW initialization failed\n");
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abort(); // program cannot continue
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}
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glsl_version = "#version 330";
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#endif
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, PROGRAM_NAME, NULL, NULL);
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if (window == NULL) {
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glfwTerminate();
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fprintf(stderr, "Failed to create GLFW window\n");
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abort();
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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glfwTerminate();
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abort();
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}
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glGenBuffers(1, &VBO);
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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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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glEnableVertexAttribArray(0);
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// Position: 3 floats, starts at 0
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Color: 4 floats, starts after 6 floats (Position + Velocity)
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Life: 1 float, starts after 10 floats (Position + Velocity + Color)
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(10 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// Dampening: 1 float, starts after 11 floars (Positon + Velocity + Color + Life)
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glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(11 * sizeof(float)));
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glEnableVertexAttribArray(3);
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// Size: 1 float, starts after 11 floars (Positon + Velocity + Color + Life + Dampening)
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glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, 13 * sizeof(float), (void *)(12 * sizeof(float)));
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glEnableVertexAttribArray(4);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Particle) * PARTICLE_COUNT, NULL, GL_DYNAMIC_DRAW);
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char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
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char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
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if (!vertex_shader_source || !fragment_shader_source) {
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fprintf(stderr, "Failed to read shader files. CWD is probably wrong.\n");
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abort();
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}
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int success;
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unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex_shader, 512, NULL, errLog);
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fprintf(stderr, "VERTEX ERROR: %s\n", errLog);
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}
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unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment_shader, 512, NULL, errLog);
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fprintf(stderr, "FRAGMENT ERROR: %s\n", errLog);
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}
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shader = glCreateProgram();
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glAttachShader(shader, vertex_shader);
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glAttachShader(shader, fragment_shader);
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glLinkProgram(shader);
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shader, 512, NULL, errLog);
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fprintf(stderr, "LINK: %s\n", errLog);
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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free(vertex_shader_source);
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free(fragment_shader_source);
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}
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__attribute__((destructor)) static void shutdown_glfw(void) {
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axis_destroy(g_axis);
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shader);
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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static inline void init_imgui() {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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}
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int main() {
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#ifndef NDEBUG
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init_imgui();
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#endif
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pthread_t *threads = (pthread_t *)malloc(sizeof(pthread_t) * THREAD_COUNT);
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Physics_params *thread_params = (Physics_params *)malloc(sizeof(Physics_params) * THREAD_COUNT);
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Camera camera = camera_init(glm::vec3(2.0f, 2.0f, 5.0f), SCR_WIDTH, SCR_HEIGHT);
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g_camera = &camera;
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// Axis renderer
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g_axis = axis_init();
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g_grid = grid_init();
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// Register callbacks AFTER ImGui init so ImGui gets them first via chain
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glfwSetCursorPosCallback(window, cursor_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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Particle *particles = (Particle *)malloc(sizeof(Particle) * PARTICLE_COUNT);
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if (particles == NULL) {
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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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// TEST: 3 Particles
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// INFO: Best run with 3 particles and 1 thread
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/*
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particles[0] = particle_init({1.000001f, 1.0f, 0.994f}, {1.0f, 0.0f, 0.0f, 255.0f});
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particles[1] = particle_init({1.0f, 1.2f, 1.0f}, {0.0f, 1.0f, 0.0f, 255.0f});
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particles[2] = particle_init({0.99995f, 1.4f, 1.004f}, {0.0f, 0.0f, 1.0f, 255.0f});
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*/
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// TEST: Cloud of particles in a 2x2x2 cube
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// INFO: Best run with 500 particles and 16 threads
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float x = (float)(rand() % 200) / 100.0f; // Random x between 0 and 2
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float y = (float)(rand() % 200) / 100.0f; // Random y between 0 and 2
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float z = (float)(rand() % 200) / 100.0f; // Random z between 0 and 2
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particles[i] = particle_init({x, y, z}, {x, y, z, 255.0f});
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}
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/*
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particles[0] = particle_init({1.000001f, 1.0f, 0.994f}, {1.0f, 0.0f, 0.0f, 255.0f});
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particles[1] = particle_init({1.0f, 1.2f, 1.0f}, {0.0f, 1.0f, 0.0f, 255.0f});
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particles[2] = particle_init({0.99995f, 1.4f, 1.004f}, {0.0f, 0.0f, 1.0f, 255.0f});
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*/
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}
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float current_time;
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float last_time = static_cast<float>(glfwGetTime());
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float delta_time;
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int alive_count = 0;
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pthread_mutex_init(&mutex, NULL);
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pthread_cond_init(&cond, NULL);
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pthread_barrier_init(&barrier, NULL, THREAD_COUNT + 1);
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for (int i = 0; i < THREAD_COUNT; i++) {
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thread_params[i].particle = particles;
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thread_params[i].interval_start = (PARTICLE_COUNT / THREAD_COUNT) * i;
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thread_params[i].interval_end = (PARTICLE_COUNT / THREAD_COUNT) * (i + 1);
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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 = &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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while (!glfwWindowShouldClose(window)) {
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current_time = static_cast<float>(glfwGetTime());
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delta_time = current_time - last_time;
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last_time = current_time;
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// Poll events
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glfwPollEvents();
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// ESC releases cursor; if cursor already free, close window
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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if (camera.cursor_captured) {
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camera.cursor_captured = false;
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camera.first_mouse = true;
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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} else {
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glfwSetWindowShouldClose(window, true);
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}
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}
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camera_keyboard(camera, window, delta_time);
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// Build MVP
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float aspect = (float)SCR_WIDTH / (float)SCR_HEIGHT;
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glm::mat4 view = camera_view(camera);
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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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pthread_mutex_lock(&mutex);
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for (int i = 0; i < THREAD_COUNT; i++) {
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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, 0.3f);
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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 | 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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glUseProgram(shader);
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glUniformMatrix4fv(glGetUniformLocation(shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles);
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glBindVertexArray(VAO);
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glDrawArrays(GL_POINTS, 0, alive_count);
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glBindVertexArray(0);
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#ifndef NDEBUG
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Debug");
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ImGui::Text("FPS: %.1f", (double)ImGui::GetIO().Framerate);
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ImGui::Text("Camera: %.2f %.2f %.2f", (double)camera.position.x, (double)camera.position.y, (double)camera.position.z);
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ImGui::Text("Alive particles: %d", alive_count);
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if (particles)
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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,
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(double)particles[0].life);
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ImGui::Separator();
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ImGui::Text("Left-click to capture mouse");
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ImGui::Text("ESC = release mouse / quit");
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ImGui::Text("%s", errLog);
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ImGui::End();
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// Render ImGui
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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#endif
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// Swap buffers
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glfwSwapBuffers(window);
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}
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// Cleanup
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for (int i = 0; i < THREAD_COUNT; i++) {
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thread_params[i].exit = 1;
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pthread_cond_broadcast(&cond); // Wake up threads so they can exit
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}
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free(threads);
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free(thread_params);
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free(particles);
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ImGui_ImplGlfw_Shutdown();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui::DestroyContext();
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return 0;
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}
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