generate noise texture and sample for randomness
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c848616928
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7f84ffd551
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@ -2,6 +2,8 @@
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#include sphere.glsl
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#include sphere.glsl
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layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
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// TODO: do i actually need explicit location descriptors?
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// TODO: do i actually need explicit location descriptors?
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layout (location = 1) uniform vec4 _t;
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layout (location = 1) uniform vec4 _t;
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@ -16,14 +18,17 @@ layout (location = 8) uniform vec3 _camll;
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layout (location = 9) uniform vec3 _cpos;
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layout (location = 9) uniform vec3 _cpos;
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layout (location = 10) uniform vec3 _tpos; // target
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layout (location = 10) uniform vec3 _tpos; // target
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const int SPHERES = 250; // 253 is the maximum?? TODO: use uniform buffer objects
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// 253 is the maximum?? TODO: use uniform buffer objects
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const int SPHERES = 250;
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layout (location = 12) uniform int _activeSpheres;
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layout (location = 12) uniform int _activeSpheres;
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layout (location = 13) uniform Sphere _spheres[SPHERES];
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layout (location = 13) uniform Sphere _spheres[SPHERES];
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uniform vec4 _seed;
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uniform vec4 _seed;
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layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
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layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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layout(binding=1) uniform sampler2D _noise; // noise texture
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const float INF = 1000.0;
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const float INF = 1000.0;
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const float PI = 3.14159;
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const float PI = 3.14159;
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@ -144,14 +149,34 @@ RayHit trace(Ray ray)
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return hit;
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return hit;
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}
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}
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vec2 pixelUv()
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{
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(img_output);
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vec2 uv;
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uv.x = (float(pixelCoords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixelCoords.y * 2 - dims.y) / dims.y);
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return uv;
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}
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vec4 sampleNoise()
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{
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return texture(_noise, pixelUv());
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}
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float random(vec2 st)
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float random(vec2 st)
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{
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{
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st += gl_GlobalInvocationID.xy;
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//st += gl_GlobalInvocationID.xy;
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st += _seed.xy;
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//st += _seed.xy;
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st += _seed.zw;
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//st += _seed.zw;
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normalize(st);
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//normalize(st);
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return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);
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vec2 nuv = texture(_noise, st.xy).xy;
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return fract(sin(dot(nuv,vec2(12.9898,78.233)))*43758.5453123);
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}
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}
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float sdot(vec3 x, vec3 y, float f = 1.0)
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float sdot(vec3 x, vec3 y, float f = 1.0)
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@ -173,15 +198,17 @@ mat3 getTangentSpace(vec3 normal)
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vec3 sampleHemisphere(vec3 normal)
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vec3 sampleHemisphere(vec3 normal)
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{
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{
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float cosTheta = random(normal.xy);
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vec4 noise = sampleNoise();
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float cosTheta = random(normalize(normal.xy+noise.xy));
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float sinTheta = sqrt(max(0.0,1.0-cosTheta*cosTheta));
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float sinTheta = sqrt(max(0.0,1.0-cosTheta*cosTheta));
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float phi = 2.0*PI*random(normal.yx);
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float phi = 2.0*PI*random(normalize(normal.yz+noise.xw));
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vec3 tangentSpaceDir = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
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vec3 tangentSpaceDir = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
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// convert direction from tangent space to world space
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// convert direction from tangent space to world space
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mat3 ts = getTangentSpace(normal);
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mat3 ts = getTangentSpace(normal);
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return ts* tangentSpaceDir;
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return ts * tangentSpaceDir;
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}
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}
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vec3 scatterLambert(inout Ray ray, RayHit hit)
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vec3 scatterLambert(inout Ray ray, RayHit hit)
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@ -213,13 +240,10 @@ void main()
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// get index in global work group ie xy position
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// get index in global work group ie xy position
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(img_output); // fetch image dimensions
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vec2 uv = pixelUv();
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vec2 uv;
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uv.x = (float(pixel_coords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixel_coords.y * 2 - dims.y) / dims.y);
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int samples = 2;
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int samples = 2;
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int bounces = 3;
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int bounces = 2;
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for (int i = 0; i < samples; i++)
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for (int i = 0; i < samples; i++)
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{
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{
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@ -244,6 +268,8 @@ void main()
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//pixel = vec4(hit.albedo,1.0);
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//pixel = vec4(hit.albedo,1.0);
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//pixel *= (1.0-depth);
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//pixel *= (1.0-depth);
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//pixel = texture(_noise, uv);
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// output to a specific pixel in the image
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// output to a specific pixel in the image
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imageStore(img_output, pixel_coords, pixel);
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imageStore(img_output, pixel_coords, pixel);
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}
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}
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37
src/gfx.c
37
src/gfx.c
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@ -1,4 +1,5 @@
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#include "gfx.h"
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#include "gfx.h"
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#include "random.h"
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#include "stb_image.h"
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#include "stb_image.h"
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float vertices[] = {
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float vertices[] = {
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@ -58,6 +59,10 @@ SDL_Window* gfxInit(int width, int height)
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glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &uniformLocations);
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glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &uniformLocations);
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printf("max uniform locations %d\n", uniformLocations);
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printf("max uniform locations %d\n", uniformLocations);
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int imageUnits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &imageUnits);
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printf("max texture image units %d\n", imageUnits);
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return sdlWindow;
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return sdlWindow;
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}
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}
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@ -191,6 +196,38 @@ void createTextureFromFile(const char* imagePath)
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stbi_image_free(data);
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stbi_image_free(data);
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}
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}
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// creates a noise texture in active texture 1
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GLuint createNoiseTexture(int width, int height)
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{
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// same init steps as with a regular texture
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GLuint texture;
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_REPEAT);
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int channels = 4; // rgba
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int length = width*height*channels;
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printf("generating %d random floats\n", length);
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float data[width*height*channels];
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for (int i = 0; i < length; i++)
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{
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data[i] = randomFloat();
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, data);
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glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
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glGenerateMipmap(GL_TEXTURE_2D);
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return texture;
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}
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GLuint createWriteOnlyTexture(int width, int height)
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GLuint createWriteOnlyTexture(int width, int height)
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{
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{
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GLuint texture;
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GLuint texture;
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl.h>
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#include "io.h"
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#include "io.h"
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#include "random.h"
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SDL_Window* gfxInit(int width, int height);
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SDL_Window* gfxInit(int width, int height);
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unsigned int compileQuadShaderProgram(const char* vsPath, const char* fsPath);
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unsigned int compileQuadShaderProgram(const char* vsPath, const char* fsPath);
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unsigned int compileComputeShaderProgram();
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unsigned int compileComputeShaderProgram();
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GLuint createNoiseTexture(int width, int height);
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void createTextureFromFile(const char* path);
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void createTextureFromFile(const char* path);
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GLuint createWriteOnlyTexture(int width, int height);
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GLuint createWriteOnlyTexture(int width, int height);
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void printWorkGroupLimits();
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void printWorkGroupLimits();
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28
src/main.c
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src/main.c
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int main()
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int main()
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{
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{
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randomInit();
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// create a window and opengl context
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// create a window and opengl context
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SDL_Window* window = gfxInit(WIDTH, HEIGHT);
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SDL_Window* window = gfxInit(WIDTH, HEIGHT);
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// generate noise
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GLuint noise = createNoiseTexture(WIDTH, HEIGHT);
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// create a texture for the compute shader to write to
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// create a texture for the compute shader to write to
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GLuint textureOutput = createWriteOnlyTexture(WIDTH, HEIGHT);
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GLuint textureOutput = createWriteOnlyTexture(WIDTH, HEIGHT);
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printWorkGroupLimits();
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printWorkGroupLimits();
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"bin/shader.vert",
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"bin/shader.vert",
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"bin/shader.frag");
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"bin/shader.frag");
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glBindTexture(GL_TEXTURE_2D, noise);
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int noiseLoc = glGetUniformLocation(computeProgram, "_noise");
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glUniform1i(noiseLoc, noise);
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// initialise quad
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// initialise quad
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initBuffers();
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initBuffers();
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setVertexAttributes();
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setVertexAttributes();
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int frames = 0;
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// render loop
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// render loop
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while (!checkQuit())
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while (!checkQuit())
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{
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{
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glUseProgram(computeProgram);
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updateUniforms(computeProgram);
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// dispatch compute shader
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// dispatch compute shader
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glUseProgram(computeProgram);
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updateUniforms(computeProgram);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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// make sure we're finished writing to the texture before trying to read it
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// normal drawing pass
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// normal drawing pass
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glUseProgram(quadProgram);
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glUseProgram(quadProgram);
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glActiveTexture(GL_TEXTURE0); // use computed texture
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glBindTexture(GL_TEXTURE_2D, textureOutput);
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// bind texture written to by compute stage to 2d target
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glBindTexture(GL_TEXTURE_2D, textureOutput);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// swip swap
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// swip swap
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(window);
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frames++;
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}
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}
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float elapsed = now();
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printf("%d frames in %f seconds (avg: %f fps)\n",
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frames,
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elapsed,
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(float)frames/elapsed);
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return 0;
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return 0;
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}
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}
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