From 3995a7e1399d4cb71fb761015cc069597863d10a Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sun, 20 May 2018 14:22:38 +0200 Subject: Extract shader code --- src/main.cc | 71 ++++++------------------------------------------ src/shader/compute.glsl | 34 +++++++++++++++++++++++ src/shader/fragment.glsl | 5 ++++ src/shader/vertex.glsl | 8 ++++++ 4 files changed, 55 insertions(+), 63 deletions(-) create mode 100644 src/shader/compute.glsl create mode 100644 src/shader/fragment.glsl create mode 100644 src/shader/vertex.glsl diff --git a/src/main.cc b/src/main.cc index a307ae3..d7491aa 100644 --- a/src/main.cc +++ b/src/main.cc @@ -9,6 +9,10 @@ #include #include +#include "shader/vertex.glsl" +#include "shader/fragment.glsl" +#include "shader/compute.glsl" + GLint getUniform(GLuint program, const std::string& name) { const GLint uniform = glGetUniformLocation(program, name.c_str()); if ( uniform == -1 ) { @@ -49,73 +53,22 @@ GLint compileShader(const std::string& source, GLenum type) { } GLint setupShader() { - #define GLSL(shader) #shader GLint shader = glCreateProgram(); - - glAttachShader(shader, compileShader(GLSL( - uniform mat4 MVP; - - float distance(vec2 v, vec2 w) { - vec2 u = v - w; - return sqrt(u.x*u.x + u.y*u.y); - } - - void main() { - gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); - gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.); - }), - GL_VERTEX_SHADER)); - - glAttachShader(shader, compileShader(GLSL( - void main() { - gl_FragColor = gl_Color; - }), - GL_FRAGMENT_SHADER)); - + glAttachShader(shader, compileShader(VERTEX_SHADER_CODE, GL_VERTEX_SHADER)); + glAttachShader(shader, compileShader(FRAGMENT_SHADER_CODE, GL_FRAGMENT_SHADER)); glLinkProgram(shader); return shader; } GLint setupComputeShader() { GLint shader = glCreateProgram(); - glAttachShader(shader, compileShader("#version 430\n" GLSL( - layout (local_size_x = 1) in; - layout (std430, binding=1) buffer bufferA{ float data[]; }; - uniform vec2 world; - - float rand(vec2 co){ - return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); - } - - bool insideWorld(vec2 v) { - return v.x > -world.x/2. - && v.x < world.x/2. - && v.y > -world.y/2. - && v.y < world.y/2.; - } - - void main() { - uint idx = 3*gl_GlobalInvocationID.x; - vec2 v = vec2(data[idx+0], data[idx+1]); - - if ( data[idx+2] < 5. && insideWorld(v) ) { - data[idx+0] += 0.01 * cos(v.x*cos(v.y)); - data[idx+1] += 0.01 * sin(v.x-v.y); - data[idx+2] += 0.01; - } else { - data[idx+0] = -(world.x/2.) + rand(vec2(data[idx+1], data[idx+0])) * world.x; - data[idx+1] = -(world.y/2.) + rand(vec2(data[idx+0], data[idx+1])) * world.y; - data[idx+2] = uint(rand(v) * 5.); - } - }), - GL_COMPUTE_SHADER)); + glAttachShader(shader, compileShader(COMPUTE_SHADER_CODE, GL_COMPUTE_SHADER)); glLinkProgram(shader); return shader; } int window_width = 800; int window_height = 600; -double mouse_x, mouse_y; float world_width, world_height; glm::mat4 MVP; @@ -143,11 +96,6 @@ void window_size_callback(GLFWwindow*, int width, int height) { updateMVP(); } -void cursor_pos_callback(GLFWwindow*, double x, double y) { - mouse_x = -(world_width/2) + world_width * (x / window_width); - mouse_y = world_height/2 - world_height * (y / window_height); -} - std::vector makeInitialParticles(std::size_t count) { std::vector buffer; buffer.reserve(3*count); @@ -184,7 +132,6 @@ int main() { return -1; } glfwSetWindowSizeCallback(window, window_size_callback); - glfwSetCursorPosCallback(window, cursor_pos_callback); glfwMakeContextCurrent(window); if ( glewInit() != GLEW_OK ) { @@ -203,14 +150,13 @@ int main() { GLint ShaderID = setupShader(); GLuint MatrixID = glGetUniformLocation(ShaderID, "MVP"); - GLuint MouseID = glGetUniformLocation(ShaderID, "mouse"); GLint ComputeShaderID = setupComputeShader(); GLuint WorldID = glGetUniformLocation(ComputeShaderID, "world"); updateMVP(); - const std::size_t particle_count = 500000; + const std::size_t particle_count = 100000; auto vertex_buffer_data = makeInitialParticles(particle_count); @@ -237,7 +183,6 @@ int main() { glUseProgram(ShaderID); glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); - glUniform2f(MouseID, mouse_x, mouse_y); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); diff --git a/src/shader/compute.glsl b/src/shader/compute.glsl new file mode 100644 index 0000000..8b1deab --- /dev/null +++ b/src/shader/compute.glsl @@ -0,0 +1,34 @@ +static const std::string COMPUTE_SHADER_CODE = R"( +#version 430 + +layout (local_size_x = 1) in; +layout (std430, binding=1) buffer bufferA{ float data[]; }; + +uniform vec2 world; + +float rand(vec2 co){ + return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); +} + +bool insideWorld(vec2 v) { + return v.x > -world.x/2. + && v.x < world.x/2. + && v.y > -world.y/2. + && v.y < world.y/2.; +} + +void main() { + uint idx = 3*gl_GlobalInvocationID.x; + vec2 v = vec2(data[idx+0], data[idx+1]); + + if ( data[idx+2] < 5. && insideWorld(v) ) { + data[idx+0] += 0.01 * cos(v.x*cos(v.y)); + data[idx+1] += 0.01 * sin(v.x-v.y); + data[idx+2] += 0.01; + } else { + data[idx+0] = -(world.x/2.) + rand(vec2(data[idx+1], data[idx+0])) * world.x; + data[idx+1] = -(world.y/2.) + rand(vec2(data[idx+0], data[idx+1])) * world.y; + data[idx+2] = uint(rand(v) * 5.); + } +} +)"; diff --git a/src/shader/fragment.glsl b/src/shader/fragment.glsl new file mode 100644 index 0000000..37e18bd --- /dev/null +++ b/src/shader/fragment.glsl @@ -0,0 +1,5 @@ +static const std::string FRAGMENT_SHADER_CODE = R"( +void main() { + gl_FragColor = gl_Color; +} +)"; diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl new file mode 100644 index 0000000..8ab6ccb --- /dev/null +++ b/src/shader/vertex.glsl @@ -0,0 +1,8 @@ +static const std::string VERTEX_SHADER_CODE = R"( +uniform mat4 MVP; + +void main() { + gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); + gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.); +} +)"; -- cgit v1.2.3