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author | Adrian Kummerlaender | 2018-12-15 23:09:32 +0100 |
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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; +}; |