adjusted comments from article feedback

This commit is contained in:
Jonas Sorgenfrei
2022-05-15 15:56:10 +02:00
parent 2024ac1aee
commit f9ab4337fc
2 changed files with 6 additions and 6 deletions

View File

@@ -10,7 +10,7 @@ layout (local_size_x = 10, local_size_y = 10, local_size_z = 1) in;
layout(rgba32f, binding = 0) uniform image2D imgOutput; layout(rgba32f, binding = 0) uniform image2D imgOutput;
layout (location = 0) uniform float t; /**< Time */ layout (location = 0) uniform float t; /** Time */
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
// //
@@ -22,7 +22,7 @@ void main() {
vec4 value = vec4(0.0, 0.0, 0.0, 1.0); vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy); ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
float speed = 0.5; float speed = 0.5;
value.x = float(int((float(texelCoord.x)/(gl_NumWorkGroups.x)+t*speed)*100)%100)/100; value.x = float(int((float(texelCoord.x)/(gl_NumWorkGroups.x*gl_WorkGroupSize.x)+t*speed)*100)%100)/100;
value.y = float(texelCoord.y)/(gl_NumWorkGroups.y); value.y = float(texelCoord.y)/(gl_NumWorkGroups.y*gl_WorkGroupSize.y);
imageStore(imgOutput, texelCoord, value); imageStore(imgOutput, texelCoord, value);
} }

View File

@@ -93,7 +93,7 @@ int main(int argc, char* argv[])
// Create texture for opengl operation // Create texture for opengl operation
// ----------------------------------- // -----------------------------------
GLuint texture; unsigned int texture;
glGenTextures(1, &texture); glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
@@ -115,7 +115,7 @@ int main(int argc, char* argv[])
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
// Set frame time // Set frame time
GLfloat currentFrame = glfwGetTime(); float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame; deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame; lastFrame = currentFrame;
if(fCounter > 500) { if(fCounter > 500) {
@@ -127,7 +127,7 @@ int main(int argc, char* argv[])
computeShader.use(); computeShader.use();
computeShader.setFloat("t", currentFrame); computeShader.setFloat("t", currentFrame);
glDispatchCompute((GLuint)TEXTURE_WIDTH/10, (GLuint)TEXTURE_HEIGHT/10, 1); glDispatchCompute((unsigned int)TEXTURE_WIDTH/10, (unsigned int)TEXTURE_HEIGHT/10, 1);
// make sure writing to image has finished before read // make sure writing to image has finished before read
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);