/* * This file is automaticaly generated, Please dont edit this file! */ #include void compute2_prepare( compute2 * this ) { printf("\n\n\n Prepare renderPass Compute 2\n\n\n\n\n"); shader * computeShader = shader_newPointer( GL_COMPUTE_SHADER ); shader_loadFromFile( computeShader, "assets/shaders/addition2.comp" ); this->program = program_newPointer(); program_addShader( this->program, computeShader ); program_create( this->program ); } void compute2_render( compute2 * this ) { if( this->active ) { program_use( this->program ); program_bindBlock( this->program, "outputBlock2" ); glDispatchCompute( 1, 1, 1 ); block * outputBlock = program_getBlock( this->program, "outputBlock2" ); vector_vector2 * output = block_getMemberArray( outputBlock, "array_d[0]" ); int count = vector_vector2_length( output ); for (int i = 0; i < count; ++i) { vector2 currentVector = vector_vector2_get( output, i ); printf("%i = %f %f \n", i, i, currentVector.x, currentVector.y ); } printf("length: %i\n\n", count); this->active = false; } } compute2 compute2_new() { compute2 instance; instance.active = true; return instance; } compute2 * compute2_newPointer() { struct compute2 * pointer = malloc( sizeof ( struct compute2 ) ); pointer->active = true; return pointer; }