simple compute shader pipeline

This commit is contained in:
2018-04-05 20:08:39 -04:00
parent 8d2177ef4a
commit dd1fc7e12e
5 changed files with 176 additions and 78 deletions

View File

@@ -8,16 +8,24 @@ namespace Tetrahedrons
{
internal class Gl4Window : GameWindow
{
private int _pgm;
private float _t;
private int _shVs;
private int _shFs;
private int _pgmRend;
private int _bufVerts;
private int _bufInds;
private int _shVert;
private int _shFrag;
private int _bufInVerts;
private int _bufInInds;
private int _bufMats;
private Vector4[] _datVerts;
private int[] _datInds;
private Matrix4[] _datMats;
private int _bufOutVerts;
private int _shComp;
private int _pgmComp;
protected override void OnLoad(EventArgs e)
{
@@ -26,25 +34,38 @@ namespace Tetrahedrons
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
_pgm = GL.CreateProgram();
#region Shaders
_shVs = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(_shVs, File.ReadAllText("Shaders/simple.vert"));
GL.CompileShader(_shVs);
GL.AttachShader(_pgm, _shVs);
Console.WriteLine(GL.GetShaderInfoLog(_shVs));
_pgmRend = GL.CreateProgram();
_shFs = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(_shFs, File.ReadAllText("Shaders/simple.frag"));
GL.CompileShader(_shFs);
GL.AttachShader(_pgm, _shFs);
Console.WriteLine(GL.GetShaderInfoLog(_shFs));
_shVert = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(_shVert, File.ReadAllText("Shaders/simple.vert"));
GL.CompileShader(_shVert);
GL.AttachShader(_pgmRend, _shVert);
Console.WriteLine(GL.GetShaderInfoLog(_shVert));
GL.LinkProgram(_pgm);
Console.WriteLine(GL.GetProgramInfoLog(_pgm));
_shFrag = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(_shFrag, File.ReadAllText("Shaders/simple.frag"));
GL.CompileShader(_shFrag);
GL.AttachShader(_pgmRend, _shFrag);
Console.WriteLine(GL.GetShaderInfoLog(_shFrag));
_bufVerts = GL.GenBuffer();
_bufInds = GL.GenBuffer();
GL.LinkProgram(_pgmRend);
Console.WriteLine(GL.GetProgramInfoLog(_pgmRend));
_pgmComp = GL.CreateProgram();
_shComp = GL.CreateShader(ShaderType.ComputeShader);
GL.ShaderSource(_shComp, File.ReadAllText("Shaders/intersect.comp"));
GL.CompileShader(_shComp);
GL.AttachShader(_pgmComp, _shComp);
Console.Out.WriteLine(GL.GetShaderInfoLog(_shComp));
GL.LinkProgram(_pgmComp);
Console.Out.WriteLine(GL.GetProgramInfoLog(_pgmComp));
#endregion
_datVerts = new[]
{
@@ -52,16 +73,50 @@ namespace Tetrahedrons
new Vector4(-1, +1, -1, -1) / 2,
new Vector4(-1, -1, +1, -1) / 2,
new Vector4(-1, -1, -1, +1) / 2,
new Vector4(+1, +1, +1, +1) / 2
new Vector4(+1, +1, +1, +1) / 2,
};
_datInds = new[]
{
0, 1, 2,
0, 1, 3,
0, 2, 3,
1, 2, 3
0, 1,
0, 2,
0, 3,
0, 4,
1, 2,
1, 3,
1, 4,
2, 3,
2, 4,
3, 4,
};
_datMats = new Matrix4[3];
_bufInVerts = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufInVerts);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_datVerts.Length * Vector4.SizeInBytes), _datVerts, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufInInds = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufInInds);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_datInds.Length * sizeof(int)), _datInds, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufOutVerts = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufOutVerts);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_datVerts.Length * Vector4.SizeInBytes), IntPtr.Zero, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufMats = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufMats);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_datMats.Length * 4 * Vector4.SizeInBytes), _datMats, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, _bufOutVerts);
GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.UniformBlockBinding(_pgmRend, 0, 0);
}
@@ -72,11 +127,19 @@ namespace Tetrahedrons
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.UseProgram(_pgmComp);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, _bufInVerts);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, _bufOutVerts);
GL.DispatchCompute(_datVerts.Length, 1, 1);
GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit);
GL.UseProgram(_pgmRend);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufInInds);
GL.Enable(EnableCap.DepthTest);
GL.EnableVertexAttribArray(0);
GL.DrawElements(BeginMode.Triangles, _datInds.Length, DrawElementsType.UnsignedInt, 0);
GL.DrawElements(BeginMode.Lines, _datInds.Length, DrawElementsType.UnsignedInt, 0);
GL.DisableVertexAttribArray(0);
GL.Disable(EnableCap.DepthTest);
GL.Flush();
SwapBuffers();
@@ -85,17 +148,18 @@ namespace Tetrahedrons
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
_t += (float) e.Time;
GL.BindBuffer(BufferTarget.ArrayBuffer, _bufVerts);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_datVerts.Length * Vector4.SizeInBytes), _datVerts, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, 0, 0);
float w = 3;
_datMats[0] = Matrix4.Identity;
_datMats[1] = Matrix4.CreateOrthographic(w, w * Height / Width, -w, w);
_datMats[2] = Matrix4.LookAt(Vector3.Zero, -new Vector3(1, -1, 1), Vector3.UnitZ);
GL.UseProgram(_pgm);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufInds);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr) (_datInds.Length * sizeof(int)), _datInds, BufferUsageHint.StaticDraw);
_bufMats = GL.GenBuffer();
GL.BindBuffer(BufferTarget.UniformBuffer, _bufMats);
GL.BufferData(BufferTarget.UniformBuffer, (IntPtr) (_datMats.Length * 4 * Vector4.SizeInBytes), _datMats, BufferUsageHint.StaticDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _bufMats);
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
}
}
}

View File

@@ -0,0 +1,24 @@
#version 430 compatibility
#extension GL_ARB_compute_shader: enable
#extension GL_ARB_shader_storage_buffer_object: enable
layout(std140, binding=1) buffer bufIn
{
vec4 inVerts[];
};
layout(std140, binding=2) buffer bufOut
{
vec4 outVerts[];
};
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main() {
uint n = gl_GlobalInvocationID.x;
for(int i = 0; i < n; i++)
{
outVerts[i] = inVerts[i];
}
}

View File

@@ -1,9 +1,6 @@
#version 330
in float w;
out vec4 outputColor;
void
main()
void main()
{
outputColor = vec4(1);
gl_FragColor = vec4(w, 0, 1 - w, 1);
}

View File

@@ -1,8 +1,18 @@
#version 330
#version 430 compatibility
in vec3 vPosition;
layout(row_major) uniform Matrices
{
mat4 model;
mat4 proj;
mat4 view;
};
in vec4 pos;
out float w;
void main()
{
gl_Position = vec4(vPosition.xyz, 1);
gl_Position = vec4(pos.xyz, 1) * model * view * proj;
w = (1 + pos.w) / 2;
}

View File

@@ -55,6 +55,9 @@
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="Shaders\intersect.comp">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="Shaders\simple.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>