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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
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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.cc51
-rw-r--r--src/shader/wrap/compute_shader.h32
-rw-r--r--src/shader/wrap/graphic_shader.cc45
-rw-r--r--src/shader/wrap/graphic_shader.h29
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;
+};