pre gemoetry shader update

main
Brett 2023-04-02 22:11:47 -04:00
parent 119b36cb2b
commit fe0833c467
5 changed files with 72 additions and 69 deletions

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@ -13,79 +13,26 @@
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
/** class shader_base {
* This part was made for this assignment and will likely be used in future projects protected:
*/
class compute_shader {
private:
GLuint shaderID = 0;
GLuint programID = 0;
public:
explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
inline void bind() const {
glUseProgram(programID);
}
inline void execute(int x, int y, int z) const {
bind();
glDispatchCompute(x, y, z);
}
~compute_shader();
};
/**
* Note: This is taken from my final project,
* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
*/
class shader {
private:
struct IntDefaultedToMinusOne { struct IntDefaultedToMinusOne {
GLint i = -1; GLint i = -1;
}; };
// we can have shaders of many types in OpenGL
GLuint programID = 0;
// but we will only make use of these two for now
GLuint vertexShaderID = 0;
GLuint fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
GLuint geometryShaderID = 0;
// this would be very useful however it is highly unlikely webgl will support it
// im leaving some of this stuff in here because I might expand the native application to use some of it.
// im trying to keep the web and native versions the same though
GLuint tessellationShaderID = 0;
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars; std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
GLuint programID = 0;
static unsigned int createShader(const std::string& source, int type);
inline GLint getUniformLocation(const std::string &name) { inline GLint getUniformLocation(const std::string &name) {
if (uniformVars[name].i != -1) if (uniformVars[name].i != -1)
return uniformVars[name].i; return uniformVars[name].i;
// caching the result is a lot faster since it won't change after the shader is created.
// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
int loc = glGetUniformLocation(programID, name.c_str()); int loc = glGetUniformLocation(programID, name.c_str());
uniformVars[name].i = loc; uniformVars[name].i = loc;
return loc; return loc;
} }
public: public:
/** inline void bind() const {
* Creates a shader glUseProgram(programID);
* @param vertex vertex shader source or file }
* @param fragment fragment shader source or file
* @param geometry geometry shader source or file (optional)
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
*/
shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
shader(shader&& move) noexcept;
// used to set the location of VAOs to the in variables in opengl shaders.
void bindAttribute(int attribute, const std::string &name) const;
// used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string &name, int location) const;
// set various data-types.
inline void setBool(const std::string &name, bool value) { inline void setBool(const std::string &name, bool value) {
glUniform1i(getUniformLocation(name), (int) value); glUniform1i(getUniformLocation(name), (int) value);
} }
@ -107,8 +54,7 @@ class shader {
} }
inline void setVec4(const std::string &name, const blt::vec4 &vec) { inline void setVec4(const std::string &name, const blt::vec4 &vec) {
// TODO: edit BLT to include a w component glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
} }
inline void setVec2(const std::string &name, float x, float y) { inline void setVec2(const std::string &name, float x, float y) {
@ -122,11 +68,60 @@ class shader {
inline void setVec4(const std::string &name, float x, float y, float z, float w) { inline void setVec4(const std::string &name, float x, float y, float z, float w) {
glUniform4f(getUniformLocation(name), x, y, z, w); glUniform4f(getUniformLocation(name), x, y, z, w);
} }
};
inline void bind() const { /**
glUseProgram(programID); * This part was made for this assignment and will likely be used in future projects
*/
class compute_shader : public shader_base {
private:
GLuint shaderID = 0;
public:
explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
inline void execute(int x, int y, int z) const {
bind();
glDispatchCompute(x, y, z);
} }
~compute_shader();
};
/**
* Note: This is taken from my final project,
* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
*/
class shader : public shader_base {
private:
GLuint vertexShaderID = 0;
GLuint fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
GLuint geometryShaderID = 0;
// this would be very useful however it is highly unlikely webgl will support it
// im leaving some of this stuff in here because I might expand the native application to use some of it.
// im trying to keep the web and native versions the same though
GLuint tessellationShaderID = 0;
static unsigned int createShader(const std::string& source, int type);
public:
/**
* Creates a shader
* @param vertex vertex shader source or file
* @param fragment fragment shader source or file
* @param geometry geometry shader source or file (optional)
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
*/
shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
shader(shader&& move) noexcept;
// used to set the location of VAOs to the in variables in opengl shaders.
void bindAttribute(int attribute, const std::string &name) const;
// used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string &name, int location) const;
~shader(); ~shader();
}; };

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@ -0,0 +1,8 @@
#version 460
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
void main() {
}

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@ -17,7 +17,7 @@ const float SPEED = 1.0f;
const float SPEED_FACTOR = 25.0f; const float SPEED_FACTOR = 25.0f;
const float BOUNCE_FACTOR = 0.75f; const float BOUNCE_FACTOR = 0.75f;
const float SPREAD = 4.5f; const float SPREAD = 4.5f;
const float particle_lifetime = 10.0f; const float particle_lifetime = 120.0f;
const vec2 p_min = vec2(-50, -50); const vec2 p_min = vec2(-50, -50);
const vec2 p_max = vec2(50, 50); const vec2 p_max = vec2(50, 50);
const vec3 inital_pos = vec3(0.0f, 1.0f, 0.0f); const vec3 inital_pos = vec3(0.0f, 1.0f, 0.0f);
@ -33,7 +33,7 @@ layout (std430, binding=1) buffer offset_buffer {
vec4 offsets[offset_size]; vec4 offsets[offset_size];
}; };
layout(location=0) uniform float deltaSeconds; uniform float deltaSeconds;
void resetParticle(uint i, float w) { void resetParticle(uint i, float w) {
particles[i].dir = inital_dir * SPEED_FACTOR + offsets[i % offset_size] * SPREAD; particles[i].dir = inital_dir * SPEED_FACTOR + offsets[i % offset_size] * SPREAD;

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@ -80,7 +80,7 @@ shader::shader(const std::string& vertex, const std::string& fragment, const std
vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER); vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER); fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
if (load_geometry) if (load_geometry)
BLT_ERROR("Unable to load geometry shader because webgl doesn't support it!"); geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
// bind them to a program // bind them to a program
programID = glCreateProgram(); programID = glCreateProgram();

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@ -55,7 +55,7 @@ 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 * 10000; const unsigned int particle_count = 128 * 5000;
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.
@ -104,7 +104,7 @@ void runPhysicsShader(){
return; return;
physics_shader->bind(); physics_shader->bind();
glUniform1f(0, (float)((double) getDelta() / 1000000000.0)); physics_shader->setFloat("deltaSeconds", (float)((double) getDelta() / 1000000000.0));
glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleTranslationsBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleTranslationsBuffer);
physics_shader->execute(particle_count / 128, 1, 1); physics_shader->execute(particle_count / 128, 1, 1);
@ -161,7 +161,7 @@ void init() {
blt::scoped_buffer<particle_record> translations{particle_count}; blt::scoped_buffer<particle_record> translations{particle_count};
blt::scoped_buffer<vec4> offsets{offset_count}; blt::scoped_buffer<vec4> offsets{offset_count};
blt::random<float> dir{-1, 1}; blt::random<float> dir{-1, 1};
blt::random<float> lifetime{0, 25}; blt::random<float> lifetime{0, 120};
BLT_TRACE("Creating particles"); BLT_TRACE("Creating particles");
for (int i = 0; i < particle_count; i++) for (int i = 0; i < particle_count; i++)