pre gemoetry shader update
parent
119b36cb2b
commit
fe0833c467
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@ -13,79 +13,26 @@
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#include <string>
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#include <string>
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#include <unordered_map>
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#include <unordered_map>
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/**
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class shader_base {
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* This part was made for this assignment and will likely be used in future projects
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protected:
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*/
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class compute_shader {
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private:
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GLuint shaderID = 0;
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GLuint programID = 0;
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public:
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explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
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inline void bind() const {
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glUseProgram(programID);
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}
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inline void execute(int x, int y, int z) const {
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bind();
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glDispatchCompute(x, y, z);
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}
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~compute_shader();
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};
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/**
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* Note: This is taken from my final project,
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* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
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*/
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class shader {
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private:
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struct IntDefaultedToMinusOne {
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struct IntDefaultedToMinusOne {
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GLint i = -1;
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GLint i = -1;
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};
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};
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// we can have shaders of many types in OpenGL
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GLuint programID = 0;
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// but we will only make use of these two for now
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GLuint vertexShaderID = 0;
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GLuint fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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GLuint geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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GLuint tessellationShaderID = 0;
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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GLuint programID = 0;
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static unsigned int createShader(const std::string& source, int type);
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inline GLint getUniformLocation(const std::string &name) {
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inline GLint getUniformLocation(const std::string &name) {
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if (uniformVars[name].i != -1)
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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return uniformVars[name].i;
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// caching the result is a lot faster since it won't change after the shader is created.
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// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
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int loc = glGetUniformLocation(programID, name.c_str());
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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uniformVars[name].i = loc;
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return loc;
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return loc;
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}
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}
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public:
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public:
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/**
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inline void bind() const {
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* Creates a shader
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glUseProgram(programID);
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* @param vertex vertex shader source or file
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}
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* @param fragment fragment shader source or file
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* @param geometry geometry shader source or file (optional)
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* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
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*/
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shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
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shader(shader&& move) noexcept;
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// used to set the location of VAOs to the in variables in opengl shaders.
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void bindAttribute(int attribute, const std::string &name) const;
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string &name, int location) const;
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// set various data-types.
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inline void setBool(const std::string &name, bool value) {
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inline void setBool(const std::string &name, bool value) {
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glUniform1i(getUniformLocation(name), (int) value);
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glUniform1i(getUniformLocation(name), (int) value);
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}
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}
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@ -107,8 +54,7 @@ class shader {
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}
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}
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inline void setVec4(const std::string &name, const blt::vec4 &vec) {
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inline void setVec4(const std::string &name, const blt::vec4 &vec) {
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// TODO: edit BLT to include a w component
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
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}
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}
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inline void setVec2(const std::string &name, float x, float y) {
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inline void setVec2(const std::string &name, float x, float y) {
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@ -122,11 +68,60 @@ class shader {
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inline void setVec4(const std::string &name, float x, float y, float z, float w) {
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inline void setVec4(const std::string &name, float x, float y, float z, float w) {
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glUniform4f(getUniformLocation(name), x, y, z, w);
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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}
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};
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/**
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* This part was made for this assignment and will likely be used in future projects
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*/
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class compute_shader : public shader_base {
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private:
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GLuint shaderID = 0;
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public:
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explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
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inline void bind() const {
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inline void execute(int x, int y, int z) const {
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glUseProgram(programID);
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bind();
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glDispatchCompute(x, y, z);
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}
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}
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~compute_shader();
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};
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/**
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* Note: This is taken from my final project,
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* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
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*/
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class shader : public shader_base {
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private:
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GLuint vertexShaderID = 0;
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GLuint fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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GLuint geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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GLuint tessellationShaderID = 0;
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static unsigned int createShader(const std::string& source, int type);
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public:
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/**
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* Creates a shader
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* @param vertex vertex shader source or file
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* @param fragment fragment shader source or file
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* @param geometry geometry shader source or file (optional)
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* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
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*/
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shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
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shader(shader&& move) noexcept;
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// used to set the location of VAOs to the in variables in opengl shaders.
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void bindAttribute(int attribute, const std::string &name) const;
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string &name, int location) const;
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~shader();
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~shader();
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};
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};
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@ -0,0 +1,8 @@
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#version 460
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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void main() {
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}
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@ -17,7 +17,7 @@ const float SPEED = 1.0f;
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const float SPEED_FACTOR = 25.0f;
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const float SPEED_FACTOR = 25.0f;
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const float BOUNCE_FACTOR = 0.75f;
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const float BOUNCE_FACTOR = 0.75f;
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const float SPREAD = 4.5f;
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const float SPREAD = 4.5f;
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const float particle_lifetime = 10.0f;
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const float particle_lifetime = 120.0f;
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const vec2 p_min = vec2(-50, -50);
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const vec2 p_min = vec2(-50, -50);
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const vec2 p_max = vec2(50, 50);
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const vec2 p_max = vec2(50, 50);
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const vec3 inital_pos = vec3(0.0f, 1.0f, 0.0f);
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const vec3 inital_pos = vec3(0.0f, 1.0f, 0.0f);
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@ -33,7 +33,7 @@ layout (std430, binding=1) buffer offset_buffer {
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vec4 offsets[offset_size];
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vec4 offsets[offset_size];
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};
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};
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layout(location=0) uniform float deltaSeconds;
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uniform float deltaSeconds;
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void resetParticle(uint i, float w) {
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void resetParticle(uint i, float w) {
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particles[i].dir = inital_dir * SPEED_FACTOR + offsets[i % offset_size] * SPREAD;
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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
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vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
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vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
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fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
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fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
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if (load_geometry)
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if (load_geometry)
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BLT_ERROR("Unable to load geometry shader because webgl doesn't support it!");
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geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
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// bind them to a program
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// bind them to a program
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programID = glCreateProgram();
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programID = glCreateProgram();
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@ -55,7 +55,7 @@ const unsigned int TEXTURE_WIDTH = 512;
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const unsigned int TEXTURE_HEIGHT = 512;
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const unsigned int TEXTURE_HEIGHT = 512;
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// -------{Particles}-------
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// -------{Particles}-------
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const unsigned int particle_count = 128 * 10000;
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const unsigned int particle_count = 128 * 5000;
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const unsigned int offset_count = 8192;
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const unsigned int offset_count = 8192;
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// generally alignment to multiples of 4 floats helps performance, plus we can use that extra space for info we need.
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// generally alignment to multiples of 4 floats helps performance, plus we can use that extra space for info we need.
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@ -104,7 +104,7 @@ void runPhysicsShader(){
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return;
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return;
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physics_shader->bind();
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physics_shader->bind();
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glUniform1f(0, (float)((double) getDelta() / 1000000000.0));
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physics_shader->setFloat("deltaSeconds", (float)((double) getDelta() / 1000000000.0));
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleTranslationsBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, particleTranslationsBuffer);
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physics_shader->execute(particle_count / 128, 1, 1);
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physics_shader->execute(particle_count / 128, 1, 1);
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@ -161,7 +161,7 @@ void init() {
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blt::scoped_buffer<particle_record> translations{particle_count};
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blt::scoped_buffer<particle_record> translations{particle_count};
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blt::scoped_buffer<vec4> offsets{offset_count};
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blt::scoped_buffer<vec4> offsets{offset_count};
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blt::random<float> dir{-1, 1};
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blt::random<float> dir{-1, 1};
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blt::random<float> lifetime{0, 25};
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blt::random<float> lifetime{0, 120};
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BLT_TRACE("Creating particles");
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BLT_TRACE("Creating particles");
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for (int i = 0; i < particle_count; i++)
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for (int i = 0; i < particle_count; i++)
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