From f728e4c8d202de241673a13ce61570b6acb4bba7 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Fri, 25 May 2018 23:47:27 +0200 Subject: Restructure source directory --- src/shader/code/compute.glsl | 62 +++++++++++++++++++++++++++++++++++ src/shader/code/display_fragment.glsl | 15 +++++++++ src/shader/code/display_vertex.glsl | 12 +++++++ src/shader/code/fragment.glsl | 5 +++ src/shader/code/vertex.glsl | 8 +++++ 5 files changed, 102 insertions(+) create mode 100644 src/shader/code/compute.glsl create mode 100644 src/shader/code/display_fragment.glsl create mode 100644 src/shader/code/display_vertex.glsl create mode 100644 src/shader/code/fragment.glsl create mode 100644 src/shader/code/vertex.glsl (limited to 'src/shader/code') diff --git a/src/shader/code/compute.glsl b/src/shader/code/compute.glsl new file mode 100644 index 0000000..eaf5579 --- /dev/null +++ b/src/shader/code/compute.glsl @@ -0,0 +1,62 @@ +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; + +// ODE solver + +vec2 f(vec2); // field definition is to be appended + +vec2 explicitEuler(float h, vec2 v) { + return v + h * f(v); +} + +vec2 classicalRungeKutta(float h, vec2 v) { + const vec2 k1 = f(v); + const vec2 k2 = f(v + h/2. * k1); + const vec2 k3 = f(v + h/2. * k2); + const vec2 k4 = f(v + h * k3); + + return v + h * (1./6.*k1 + 1./3.*k2 + 1./3.*k3 + 1./6.*k4); +} + +// pseudo random numbers for particle placement + +float rand(vec2 v){ + return fract(sin(dot(v, vec2(12.9898,78.233))) * 43758.5453); +} + +float mapUnitToWorldX(float s) { + return -(world.x/2.) + s * world.x; +} + +float mapUnitToWorldY(float s) { + return -(world.y/2.) + s * world.y; +} + +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() { + const uint i = 3*gl_GlobalInvocationID.x; + const vec2 v = vec2(data[i+0], data[i+1]); + const vec2 w = classicalRungeKutta(0.01, v); + + if ( data[i+2] < 5. && insideWorld(v) ) { + data[i+0] = w.x; + data[i+1] = w.y; + data[i+2] += 0.01; + } else { + data[i+0] = mapUnitToWorldX(rand(v)); + data[i+1] = mapUnitToWorldY(rand(w)); + data[i+2] = rand(v+w) * 5.; + } +} +)"; diff --git a/src/shader/code/display_fragment.glsl b/src/shader/code/display_fragment.glsl new file mode 100644 index 0000000..b731ebe --- /dev/null +++ b/src/shader/code/display_fragment.glsl @@ -0,0 +1,15 @@ +static const std::string DISPLAY_FRAGMENT_SHADER_CODE = R"( +#version 460 + +out vec4 FragColor; +in vec2 TexCoords; + +uniform sampler2D screen_textures[64]; +uniform int screen_textures_size; + +void main() { + for ( int i = 0; i < screen_textures_size; ++i ) { + FragColor += (1.0 - i*1.0/screen_textures_size) * texture(screen_textures[i], TexCoords); + } +} +)"; diff --git a/src/shader/code/display_vertex.glsl b/src/shader/code/display_vertex.glsl new file mode 100644 index 0000000..60bbfc7 --- /dev/null +++ b/src/shader/code/display_vertex.glsl @@ -0,0 +1,12 @@ +static const std::string DISPLAY_VERTEX_SHADER_CODE = R"( +#version 330 core + +layout (location = 0) in vec2 screen_vertex; +layout (location = 1) in vec2 texture_vertex; +out vec2 TexCoords; + +void main() { + gl_Position = vec4(screen_vertex, 0.0, 1.0); + TexCoords = texture_vertex; +} +)"; diff --git a/src/shader/code/fragment.glsl b/src/shader/code/fragment.glsl new file mode 100644 index 0000000..37e18bd --- /dev/null +++ b/src/shader/code/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/code/vertex.glsl b/src/shader/code/vertex.glsl new file mode 100644 index 0000000..4c307d8 --- /dev/null +++ b/src/shader/code/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(1., 0., 0., 0.); +} +)"; -- cgit v1.2.3