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| author | Adrian Kummerlaender | 2018-12-15 23:09:32 +0100 | 
|---|---|---|
| committer | Adrian Kummerlaender | 2018-12-15 23:09:32 +0100 | 
| commit | 44f5ac32a68a617f93704d44c4339f7db13b323e (patch) | |
| tree | 6c191524aca1c7dbf3329026a59cfa3bc0109d2f /src/shader/wrap | |
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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')
| -rw-r--r-- | src/shader/wrap/compute_shader.cc | 51 | ||||
| -rw-r--r-- | src/shader/wrap/compute_shader.h | 32 | ||||
| -rw-r--r-- | src/shader/wrap/graphic_shader.cc | 45 | ||||
| -rw-r--r-- | src/shader/wrap/graphic_shader.h | 29 | 
4 files changed, 157 insertions, 0 deletions
| diff --git a/src/shader/wrap/compute_shader.cc b/src/shader/wrap/compute_shader.cc new file mode 100644 index 0000000..c90c370 --- /dev/null +++ b/src/shader/wrap/compute_shader.cc @@ -0,0 +1,51 @@ +#include "compute_shader.h" + +#include "shader/util.h" + +ComputeShader::Guard::Guard(GLuint id): +	_id(id) { +	glUseProgram(_id); +} + +ComputeShader::Guard::~Guard() { +	glUseProgram(0); +} + +ComputeShader::Guard ComputeShader::use() const { +	return Guard(_id); +} + +ComputeShader::ComputeShader(const std::string& src): +	_id(glCreateProgram()) { +	GLint shader = util::compileShader(src, GL_COMPUTE_SHADER); + +	if ( shader != -1 ) { +		glAttachShader(_id, shader); +		glLinkProgram(_id); +		_good = true; +	} +} + +ComputeShader::~ComputeShader() { +	glDeleteProgram(_id); +} + +bool ComputeShader::isGood() const { +	return _good; +} + +GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const { +	GLuint id = util::getUniform(_id, name); +	glUniform2f(id, x, y); +	return id; +} + +void ComputeShader::workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const { +	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferA); +	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, bufferB); +	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bufferC); +} + +void ComputeShader::dispatch() const { +	glDispatchCompute(128, 128, 1); +} 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; +}; diff --git a/src/shader/wrap/graphic_shader.cc b/src/shader/wrap/graphic_shader.cc new file mode 100644 index 0000000..0ed37ff --- /dev/null +++ b/src/shader/wrap/graphic_shader.cc @@ -0,0 +1,45 @@ +#include "graphic_shader.h" + +#include "shader/util.h" + +GraphicShader::Guard::Guard(GLuint id): +	_id(id) { +	glUseProgram(_id); +} + +GraphicShader::Guard::~Guard() { +	glUseProgram(0); +} + +GraphicShader::Guard GraphicShader::use() const { +	return Guard(_id); +} + +GraphicShader::GraphicShader(const std::string& vertex, const std::string fragment): +	_id(glCreateProgram()) { +	glAttachShader(_id, util::compileShader(vertex, GL_VERTEX_SHADER)); +	glAttachShader(_id, util::compileShader(fragment, GL_FRAGMENT_SHADER)); +	glLinkProgram(_id); +} + +GraphicShader::~GraphicShader() { +	glDeleteProgram(_id); +} + +GLuint GraphicShader::setUniform(const std::string& name, int value) const { +	GLuint id = util::getUniform(_id, name); +	glUniform1i(id, value); +	return id; +} + +GLuint GraphicShader::setUniform(const std::string& name, const std::vector<GLuint>& v) const { +	GLuint id = util::getUniform(_id, name); +	glUniform1iv(id, v.size(), reinterpret_cast<const GLint*>(v.data())); +	return id; +} + +GLuint GraphicShader::setUniform(const std::string& name, glm::mat4& M) const { +	GLuint id = util::getUniform(_id, name); +	glUniformMatrix4fv(id, 1, GL_FALSE, &M[0][0]); +	return id; +} diff --git a/src/shader/wrap/graphic_shader.h b/src/shader/wrap/graphic_shader.h new file mode 100644 index 0000000..25a5efb --- /dev/null +++ b/src/shader/wrap/graphic_shader.h @@ -0,0 +1,29 @@ +#pragma once + +#include <vector> +#include <string> + +#include <GL/glew.h> +#include <glm/glm.hpp> + +class GraphicShader { +private: +	const GLuint _id; + +public: +	struct Guard { +		const GLuint _id; + +		Guard(GLuint id); +		~Guard(); +	}; + +	Guard use() const; + +	GraphicShader(const std::string& vertex, const std::string fragment); +	~GraphicShader(); + +	GLuint setUniform(const std::string& name, int value) const; +	GLuint setUniform(const std::string& name, const std::vector<GLuint>& v) const; +	GLuint setUniform(const std::string& name, glm::mat4& M) const; +}; | 
