yeah boy this sand be fallin
This commit is contained in:
parent
61adffe061
commit
7045273c39
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,2 +1 @@
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.vscode
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*.o
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13
.vscode/settings.json
vendored
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13
.vscode/settings.json
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@ -0,0 +1,13 @@
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{
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"makefile.launchConfigurations": [
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{
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"name": "sand_mangohud",
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"cwd": "${workspaceFolder}",
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"binaryPath": "/usr/bin/mangohud", // use full path to be safe
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"binaryArgs": [
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"--dlsym",
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"${workspaceFolder}/fallingCand"
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]
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}
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]
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}
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2
Makefile
2
Makefile
@ -2,7 +2,7 @@ CC = gcc
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CFLAGS = -Wall -Wextra -O2 $(shell pkg-config --cflags glfw3)
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LDFLAGS = $(shell pkg-config --libs glfw3) -ldl
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SRC = glad.c gl_utils.c main.c
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SRC = glad.c gl_utils.c main.c sand_sim.c
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OBJ = $(SRC:.c=.o)
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BIN = fallingCand
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BIN
fallingCand
BIN
fallingCand
Binary file not shown.
28
gl_utils.c
28
gl_utils.c
@ -110,6 +110,34 @@ GLuint create_program_from_files(const char* vsPath, const char* fsPath) {
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return prog;
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}
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GLuint create_compute_program_from_file(const char* path) {
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char* source = load_text_file(path);
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if (!source) {
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fprintf(stderr, "Could not load compute shader from '%s'\n", path);
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exit(EXIT_FAILURE);
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}
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// Reuse compile_shader; type is GL_COMPUTE_SHADER
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GLuint cs = compile_shader(GL_COMPUTE_SHADER, source, path);
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free(source);
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GLuint prog = glCreateProgram();
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glAttachShader(prog, cs);
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glLinkProgram(prog);
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glDeleteShader(cs);
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GLint linked = 0;
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glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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if (!linked) {
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char log[1024];
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glGetProgramInfoLog(prog, sizeof(log), NULL, log);
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fprintf(stderr, "Compute program link failed (%s):\n%s\n", path, log);
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glDeleteProgram(prog);
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exit(EXIT_FAILURE);
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}
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return prog;
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}
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GLFWwindow* init_glfw_glad(const char* title, int width, int height) {
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glfwSetErrorCallback(glfw_error_callback);
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@ -18,7 +18,7 @@ GLuint compile_shader(GLenum type, const char* source, const char* debugName);
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// Compile & link a vertex+fragment program from files.
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GLuint create_program_from_files(const char* vsPath, const char* fsPath);
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GLuint create_compute_program_from_file(const char* path);
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// Minimal GLFW+GLAD init: sets error callback, (optionally) hints Wayland,
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// calls glfwInit, creates window, makes context current, loads GLAD.
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// Returns the created window or NULL on fatal error.
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69
main.c
69
main.c
@ -3,8 +3,40 @@
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#include <stdlib.h>
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#include "gl_utils.h"
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#include "sand_sim.h"
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#define GRID_W 1024
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#define GRID_H 1024
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static int g_fbWidth = 800;
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static int g_fbHeight = 800;
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SandSim sim;
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static void render_sand(SandSim* sim,
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GLuint program,
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GLuint vao,
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int fbW,
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int fbH) {
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glUseProgram(program);
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GLint uResLoc = glGetUniformLocation(program, "u_resolution");
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GLint uGridLoc = glGetUniformLocation(program, "u_gridSize");
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GLint uStateLoc = glGetUniformLocation(program, "u_state");
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if (uResLoc >= 0) {
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glUniform2f(uResLoc, (float)fbW, (float)fbH);
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}
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if (uGridLoc >= 0) {
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glUniform2i(uGridLoc, sim->gridW, sim->gridH);
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}
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if (uStateLoc >= 0) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sim->tex_curr);
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glUniform1i(uStateLoc, 0);
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}
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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int main(void) {
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GLFWwindow* window = init_glfw_glad("Falling Sand - Fullscreen Quad", g_fbWidth, g_fbHeight);
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@ -44,22 +76,37 @@ int main(void) {
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(void*)0);
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glBindVertexArray(0);
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if (!sand_init(&sim, GRID_W, GRID_H, "shaders/sand_step.comp")) {
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fprintf(stderr, "Failed to initialize sand sim\n");
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return EXIT_FAILURE;
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}
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// --- Create shader program ---
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GLuint program = create_program_from_files(
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"shaders/fullscreen.vert",
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"shaders/gradient.frag");
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GLint uResLoc = glGetUniformLocation(program, "u_resolution");
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if (uResLoc == -1) {
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fprintf(stderr, "[warn] u_resolution uniform not found (maybe optimized out?)\n");
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}
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"shaders/sand_display.frag");
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glUseProgram(program);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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double sim_dt = 1.0 / 120.0;
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double currentTime = glfwGetTime();
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double accumulator = 0.0;
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// --- Main loop ---
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while (!glfwWindowShouldClose(window)) {
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double newTime = glfwGetTime();
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double frameTime = newTime - currentTime;
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currentTime = newTime;
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if (frameTime > 0.25) frameTime = 0.25;
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accumulator += frameTime;
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while (accumulator >= sim_dt) {
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sand_step_gpu(&sim); // one discrete CA step on the GPU (commented bc unimplemeted)
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accumulator -= sim_dt;
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}
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glfwPollEvents();
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// Re-query framebuffer size each frame (cheap and simple)
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int fbw, fbh;
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glfwGetFramebufferSize(window, &fbw, &fbh);
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@ -70,13 +117,7 @@ int main(void) {
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}
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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if (uResLoc != -1) {
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glUniform2f(uResLoc, (float)g_fbWidth, (float)g_fbHeight);
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}
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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render_sand(&sim, program, vao, g_fbWidth, g_fbHeight);
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glfwSwapBuffers(window);
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}
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134
sand_sim.c
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134
sand_sim.c
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// sand_sim.c
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#include "sand_sim.h"
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#include "gl_utils.h" // for create_compute_program_from_file
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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static void init_textures(SandSim* sim) {
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// tex_curr
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glGenTextures(1, &sim->tex_curr);
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glBindTexture(GL_TEXTURE_2D, sim->tex_curr);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8UI, sim->gridW, sim->gridH);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// tex_next
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glGenTextures(1, &sim->tex_next);
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glBindTexture(GL_TEXTURE_2D, sim->tex_next);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8UI, sim->gridW, sim->gridH);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Unbind
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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static void upload_initial_state(SandSim* sim) {
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size_t count = (size_t)sim->gridW * (size_t)sim->gridH;
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uint8_t* data = calloc(count, 1);
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if (!data) {
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fprintf(stderr, "[sand_init] Out of memory for initial grid\n");
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exit(EXIT_FAILURE);
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}
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// Seed RNG once (safe enough for now)
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static bool seeded = false;
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if (!seeded) {
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seeded = true;
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srand((unsigned int)time(NULL));
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}
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// Fill top 1/3 of grid with random sand vs air
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for (int y = 0; y < sim->gridH / 3; ++y) {
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for (int x = 0; x < sim->gridW; ++x) {
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data[(size_t)y * sim->gridW + x] = (rand() & 1) ? 1 : 0; // 0=air,1=sand
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}
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}
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// Upload into tex_curr and tex_next
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glBindTexture(GL_TEXTURE_2D, sim->tex_curr);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sim->gridW, sim->gridH,
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GL_RED_INTEGER, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_2D, sim->tex_next);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sim->gridW, sim->gridH,
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GL_RED_INTEGER, GL_UNSIGNED_BYTE, data);
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glBindTexture(GL_TEXTURE_2D, 0);
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free(data);
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}
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bool sand_init(SandSim* sim, int gridW, int gridH, const char* computeShaderPath) {
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if (!sim || gridW <= 0 || gridH <= 0 || !computeShaderPath) {
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fprintf(stderr, "[sand_init] Invalid arguments\n");
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return false;
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}
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sim->gridW = gridW;
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sim->gridH = gridH;
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sim->tex_curr = 0;
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sim->tex_next = 0;
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sim->prog_sim = 0;
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init_textures(sim);
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upload_initial_state(sim);
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sim->prog_sim = create_compute_program_from_file(computeShaderPath);
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if (!sim->prog_sim) {
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fprintf(stderr, "[sand_init] Failed to create compute program\n");
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return false;
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}
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return true;
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}
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void sand_step_gpu(SandSim* sim) {
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if (!sim || !sim->prog_sim) return;
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glUseProgram(sim->prog_sim);
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// Set grid size uniform
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GLint uGridLoc = glGetUniformLocation(sim->prog_sim, "u_gridSize");
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if (uGridLoc >= 0) {
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glUniform2i(uGridLoc, sim->gridW, sim->gridH);
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}
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// Bind images (must match bindings in sand_step.comp)
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glBindImageTexture(0, sim->tex_curr, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8UI);
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glBindImageTexture(1, sim->tex_next, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8UI);
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GLuint groupsX = (sim->gridW + 15) / 16;
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GLuint groupsY = (sim->gridH + 15) / 16;
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glDispatchCompute(groupsX, groupsY, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// Ping-pong
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GLuint tmp = sim->tex_curr;
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sim->tex_curr = sim->tex_next;
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sim->tex_next = tmp;
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}
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void sand_destroy(SandSim* sim) {
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if (!sim) return;
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if (sim->tex_curr) {
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glDeleteTextures(1, &sim->tex_curr);
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sim->tex_curr = 0;
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}
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if (sim->tex_next) {
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glDeleteTextures(1, &sim->tex_next);
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sim->tex_next = 0;
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}
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if (sim->prog_sim) {
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glDeleteProgram(sim->prog_sim);
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sim->prog_sim = 0;
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}
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}
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27
sand_sim.h
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27
sand_sim.h
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// sand_sim.h
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#ifndef SAND_SIM_H
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#define SAND_SIM_H
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#include <stdbool.h>
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#include "glad/glad.h"
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// Simple binary sand vs air simulation
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typedef struct {
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GLuint tex_curr; // R8UI; 0 = air, 1 = sand
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GLuint tex_next; // R8UI; ping-pong target
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GLuint prog_sim; // compute shader program
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int gridW;
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int gridH;
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} SandSim;
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// Initialize sim, allocate textures, upload initial state, load compute shader.
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// Returns true on success, false on failure.
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bool sand_init(SandSim* sim, int gridW, int gridH, const char* computeShaderPath);
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// Advance simulation by 1 discrete tick (one CA step).
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void sand_step_gpu(SandSim* sim);
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// Destroy all GL objects owned by the sim.
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void sand_destroy(SandSim* sim);
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#endif // SAND_SIM_H
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26
shaders/sand_display.frag
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26
shaders/sand_display.frag
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#version 430 core
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out vec4 FragColor;
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uniform vec2 u_resolution; // framebuffer size in pixels
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uniform ivec2 u_gridSize; // sand grid size
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uniform usampler2D u_state; // GL_R8UI texture
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void main() {
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vec2 fragCoord = gl_FragCoord.xy;
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// Normalized coordinates
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vec2 uv = fragCoord / u_resolution;
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uv.y = 1.0 - uv.y;
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// Map to grid coordinates
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ivec2 cell = ivec2(uv * vec2(u_gridSize));
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cell = clamp(cell, ivec2(0), u_gridSize - ivec2(1));
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uint v = texelFetch(u_state, cell, 0).r;
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vec3 color = (v == 1u)
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? vec3(0.9, 0.8, 0.1) // sand
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: vec3(0.05, 0.05, 0.10); // background
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FragColor = vec4(color, 1.0);
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}
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42
shaders/sand_step.comp
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42
shaders/sand_step.comp
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#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(r8ui, binding = 0) readonly uniform uimage2D state_curr;
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layout(r8ui, binding = 1) writeonly uniform uimage2D state_next;
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uniform ivec2 u_gridSize;
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void main() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (pos.x >= u_gridSize.x || pos.y >= u_gridSize.y) {
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return;
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}
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const uint AIR = 0u;
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const uint SAND = 1u;
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uint self = imageLoad(state_curr, pos).r;
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bool canFallDown =
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(self == SAND) &&
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(pos.y + 1 < u_gridSize.y) &&
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(imageLoad(state_curr, pos + ivec2(0, 1)).r == AIR);
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bool filledFromAbove =
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(self == AIR) &&
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(pos.y > 0) &&
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(imageLoad(state_curr, pos + ivec2(0, -1)).r == SAND);
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uint next;
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if (canFallDown) {
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next = AIR;
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} else if (filledFromAbove) {
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next = SAND;
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} else {
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next = self;
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}
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imageStore(state_next, pos, uvec4(next, 0u, 0u, 0u));
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}
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