geometry shader, billboarding

main
Brett 2023-04-02 23:49:58 -04:00
parent fe0833c467
commit a86b620d2f
3 changed files with 100 additions and 39 deletions

View File

@ -1,8 +1,56 @@
#ifdef __cplusplus
#include <string>
std::string shader_geom = R"("
#version 460 #version 460
layout (points) in; layout (points) in;
layout (triangle_strip, max_vertices = 4) out; layout (triangle_strip, max_vertices = 4) out;
void main() { in vec4 pos_[];
out vec2 uv_;
out float index;
const vec3 vertices[] = {
vec3(0.5f, 0.5f, 0.0f),
vec3(0.5f, -0.5f, 0.0f),
vec3(-0.5f, -0.5f, 0.0f),
vec3(-0.5f, 0.5f, 0.0f)
};
uniform mat4 pvm;
uniform vec4 up;
uniform vec4 right;
void emitTransformed(vec3 pos){
// passthough index
index = pos_[0].w;
//gl_Position = pvm * vec4(pos_[0].xyz + vertices[0], 1.0);
gl_Position = pvm * vec4(pos, 1.0);
} }
void main() {
const float quad_size = 0.5;
vec3 pos = pos_[0].xyz;
emitTransformed(pos + up.xyz * quad_size + right.xyz * quad_size);
uv_ = vec2(0, 0);
EmitVertex();
emitTransformed(pos + up.xyz * quad_size - right.xyz * quad_size);
uv_ = vec2(0, 1);
EmitVertex();
emitTransformed(pos - up.xyz * quad_size + right.xyz * quad_size);
uv_ = vec2(1, 0);
EmitVertex();
emitTransformed(pos - up.xyz * quad_size - right.xyz * quad_size);
uv_ = vec2(1, 1);
EmitVertex();
EndPrimitive();
}
")";
#endif

View File

@ -3,22 +3,18 @@
std::string shader_vert = R"(" std::string shader_vert = R"("
#version 460 #version 460
layout (location = 0) in vec3 vertex; //layout (location = 0) in vec3 vertex;
layout (location = 1) in vec2 uv; //layout (location = 1) in vec2 uv;
layout (location = 2) in vec4 pos; layout (location = 0) in vec4 pos;
layout (location = 3) in vec4 dir; layout (location = 1) in vec4 dir;
out vec2 uv_; out vec4 pos_;
out float index;
uniform mat4 pvm; uniform mat4 pvm;
void main() { void main() {
// passthough the UV (OpenGL interpolates this per fragment) // passthrough point position to geometry shader
uv_ = uv; pos_ = pos;
index = pos.w;
// offset the vertex by the particle's position
gl_Position = pvm * vec4(vertex + pos.xyz, 1.0);
} }
")"; ")";

View File

@ -3,7 +3,7 @@
* Licensed under GNU General Public License V3.0 * Licensed under GNU General Public License V3.0
* See LICENSE file for license detail * See LICENSE file for license detail
*/ */
#include <locale.h> #include <clocale>
#include <high_perf/gl_util.h> #include <high_perf/gl_util.h>
#include <modes/high_perf.h> #include <modes/high_perf.h>
#include <util.h> #include <util.h>
@ -11,6 +11,7 @@
#include "blt/std/memory.h" #include "blt/std/memory.h"
#include <shaders/vertex.vert> #include <shaders/vertex.vert>
#include <shaders/fragment.frag> #include <shaders/fragment.frag>
#include <shaders/geometry.geom>
#include <blt/profiling/profiler.h> #include <blt/profiling/profiler.h>
#include <shaders/physics.comp> #include <shaders/physics.comp>
#include <stb_image.h> #include <stb_image.h>
@ -55,7 +56,7 @@ const unsigned int TEXTURE_WIDTH = 512;
const unsigned int TEXTURE_HEIGHT = 512; const unsigned int TEXTURE_HEIGHT = 512;
// -------{Particles}------- // -------{Particles}-------
const unsigned int particle_count = 128 * 5000; const unsigned int particle_count = 128 * 50000;
const unsigned int offset_count = 8192; const unsigned int offset_count = 8192;
// generally alignment to multiples of 4 floats helps performance, plus we can use that extra space for info we need. // generally alignment to multiples of 4 floats helps performance, plus we can use that extra space for info we need.
@ -116,19 +117,35 @@ void render() {
perspectiveMatrix = blt::perspective(FOV, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 1000.0f); perspectiveMatrix = blt::perspective(FOV, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 1000.0f);
auto pvm = perspectiveMatrix * viewMatrix; auto pvm = perspectiveMatrix * viewMatrix;
auto inverseView = viewMatrix.transpose();
// we need the up and right vectors for fast geometry shader billboard
// thankfully they are easy to extract from our view matrix.
blt::vec4 up {inverseView.m01(), inverseView.m11(), inverseView.m21()};
blt::vec4 right {inverseView.m00(), inverseView.m10(), inverseView.m20()};
//
// up = viewMatrix * up;
// right = viewMatrix * right;
//BLT_TRACE("Up {%f, %f, %f} || Right {%f, %f, %f}", up.x(), up.y(), up.z(), right.x(), right.y(), right.z());
BLT_START_INTERVAL("Particles", "Compute Shader"); BLT_START_INTERVAL("Particles", "Compute Shader");
runPhysicsShader(); runPhysicsShader();
BLT_END_INTERVAL("Particles", "Compute Shader"); BLT_END_INTERVAL("Particles", "Compute Shader");
BLT_START_INTERVAL("Particles", "Render"); BLT_START_INTERVAL("Particles", "Render");
instance_shader->bind(); instance_shader->bind();
instance_shader->setVec4("up", up);
instance_shader->setVec4("right", right);
instance_shader->setMatrix("pvm", pvm); instance_shader->setMatrix("pvm", pvm);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, textureArrayID); glBindTexture(GL_TEXTURE_2D_ARRAY, textureArrayID);
glBindVertexArray(particleVAO); glBindVertexArray(particleVAO);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, particle_count); //glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, particle_count);
glDrawArrays(GL_POINTS, 0, particle_count);
glBindVertexArray(0); glBindVertexArray(0);
BLT_END_INTERVAL("Particles", "Render"); BLT_END_INTERVAL("Particles", "Render");
} }
@ -195,31 +212,31 @@ void init() {
BLT_TRACE("Uploading VBO data and assigning to VAO"); BLT_TRACE("Uploading VBO data and assigning to VAO");
glBindVertexArray(particleVAO); glBindVertexArray(particleVAO);
// bind and upload vertices data to the GPU // // bind and upload vertices data to the GPU
glBindBuffer(GL_ARRAY_BUFFER, verticesVBO); // glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, vertices, GL_STATIC_DRAW); // glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12, vertices, GL_STATIC_DRAW);
// tell OpenGL how to handle the vertex data when rendering the VAO, the vertices will be bound to slot 0. // // tell OpenGL how to handle the vertex data when rendering the VAO, the vertices will be bound to slot 0.
// (we will tell OpenGL what variable uses slot 0 in the shader!) // // (we will tell OpenGL what variable uses slot 0 in the shader!)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*) 0); // glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*) 0);
// tell OpenGL we will be using the first VAO slot, prevents us from having to call it before rendering // // tell OpenGL we will be using the first VAO slot, prevents us from having to call it before rendering
glEnableVertexAttribArray(0); // glEnableVertexAttribArray(0);
//
//
glBindBuffer(GL_ARRAY_BUFFER, uvsVBO); // glBindBuffer(GL_ARRAY_BUFFER, uvsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, uvs, GL_STATIC_DRAW); // glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, uvs, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (void*) 0); // glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (void*) 0);
glEnableVertexAttribArray(1); // glEnableVertexAttribArray(1);
int translations_size = sizeof(particle_record) * particle_count; int translations_size = sizeof(particle_record) * particle_count;
glBindBuffer(GL_ARRAY_BUFFER, particleTranslationsBuffer); glBindBuffer(GL_ARRAY_BUFFER, particleTranslationsBuffer);
glBufferData(GL_ARRAY_BUFFER, translations_size, translations.buffer, GL_DYNAMIC_DRAW); // allocate some memory on the GPU glBufferData(GL_ARRAY_BUFFER, translations_size, translations.buffer, GL_DYNAMIC_DRAW); // allocate some memory on the GPU
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(particle_record), (void*) 0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(particle_record), (void*) 0);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(particle_record), (void*) offsetof(particle_record, dir)); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(particle_record), (void*) offsetof(particle_record, dir));
// tells opengl that we want to present this data per 1 instance instead of per vertex. // tells opengl that we want to present this data per 1 instance instead of per vertex.
glVertexAttribDivisor(2, 1); // glVertexAttribDivisor(2, 1);
glVertexAttribDivisor(3, 1); // glVertexAttribDivisor(3, 1);
glEnableVertexAttribArray(2); glEnableVertexAttribArray(0);
glEnableVertexAttribArray(3); glEnableVertexAttribArray(1);
// allow the particle buffer to be used in the computer shader! // allow the particle buffer to be used in the computer shader!
glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleTranslationsBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleTranslationsBuffer);
@ -230,8 +247,8 @@ void init() {
glBufferData(GL_SHADER_STORAGE_BUFFER, offset_count * sizeof(vec4), offsets.buffer, GL_STATIC_DRAW); glBufferData(GL_SHADER_STORAGE_BUFFER, offset_count * sizeof(vec4), offsets.buffer, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, particleOffsetsBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, particleOffsetsBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesEBO); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(float) * 6, indices, GL_STATIC_DRAW); // glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(float) * 6, indices, GL_STATIC_DRAW);
// ---------------------------------- // ----------------------------------
@ -261,7 +278,7 @@ void init() {
constexpr int channel_count = 4; constexpr int channel_count = 4;
int level = 0; int level = 0;
stbi_set_flip_vertically_on_load(true); stbi_set_flip_vertically_on_load(false);
for (const std::string& texture_loc : texture_locations){ for (const std::string& texture_loc : texture_locations){
// load the texture // load the texture
int width, height, channels; int width, height, channels;
@ -313,7 +330,7 @@ void init() {
BLT_TRACE("Loading shaders"); BLT_TRACE("Loading shaders");
instance_shader = new shader(shader_vert, shader_frag, "", true); instance_shader = new shader(shader_vert, shader_frag, shader_geom, true);
physics_shader = new compute_shader(shader_physics); physics_shader = new compute_shader(shader_physics);
BLT_DEBUG("High performance subsystem init complete!"); BLT_DEBUG("High performance subsystem init complete!");