GLuint shaderStorageBufferID;
glGenBuffers(1, &shaderStorageBufferID);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBufferID);
glBufferData(GL_SHADER_STORAGE_BUFFER, numParticles*sizeof(Particle), NULL ,GL_STATIC_DRAW);
struct Particle* particles = (struct Particle*) glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, numParticles*sizeof(Particle), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
for(int i = 0; i < numParticles; ++i){
particles[i]._currPosition = glm::vec4(i, 0, 0.0, 1.0f);
particles[i]._prevPosition = glm::vec4(i, 0, 1.0, 1.0f);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
struct Particle{
glm::vec4 _currPosition;
glm::vec4 _prevPosition;
};
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, shaderStorageBufferID);
_shaderManager->useProgram("computeProg");
glDispatchCompute((_numParticles/WORK_GROUP_SIZE)+1, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
_shaderManager->useProgram("shaderProg");
glBindBuffer(GL_ARRAY_BUFFER, shaderStorageBufferID);
glVertexPointer(4, GL_FLOAT, sizeof(Particle), (GLvoid*)0);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_POINTS, 0, _numParticles);
glDisableClientState(GL_VERTEX_ARRAY);