Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post.


Sources : https://bitbucket.org/saschawillems/opengl-c
Compiled win32 binaries : https://bitbucket.org/saschawillems/opengl-c/downloads/computeShaderParticleSystem_win32_bin.zip

Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs :

Note : This demo requires at least OpenGL 4.3!

  • r: reset particles at current cursor pos
  • p: Toggle pause
  • b: toggle viewport border for particle movement
  • c: toggle random color fade
  • +: increase speed
  • -: decrease speed
  • page up: increase particle count by 1024
  • page down: decrease particle count by 1024
Enhanced C++ compute shader particle system