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authorAdrian Kummerlaender2018-12-15 23:09:32 +0100
committerAdrian Kummerlaender2018-12-15 23:09:32 +0100
commit44f5ac32a68a617f93704d44c4339f7db13b323e (patch)
tree6c191524aca1c7dbf3329026a59cfa3bc0109d2f /src/shader/wrap/compute_shader.h
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Hacky D2Q9 BGK LBM on GPU using GLSL compute shaders
Improvised on top of computicles's scaffolding. Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
Diffstat (limited to 'src/shader/wrap/compute_shader.h')
-rw-r--r--src/shader/wrap/compute_shader.h32
1 files changed, 32 insertions, 0 deletions
diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h
new file mode 100644
index 0000000..74c8270
--- /dev/null
+++ b/src/shader/wrap/compute_shader.h
@@ -0,0 +1,32 @@
+#pragma once
+
+#include <string>
+
+#include <GL/glew.h>
+
+class ComputeShader {
+private:
+ const GLuint _id;
+
+ bool _good;
+
+public:
+ struct Guard {
+ const GLuint _id;
+
+ Guard(GLuint id);
+ ~Guard();
+ };
+
+ Guard use() const;
+
+ ComputeShader(const std::string& src);
+ ~ComputeShader();
+
+ bool isGood() const;
+
+ GLuint setUniform(const std::string& name, float x, float y) const;
+
+ void workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const;
+ void dispatch() const;
+};