mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
compute shader
This commit is contained in:
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#version 430 core
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layout (local_size_x = 10, local_size_y = 10, local_size_z = 1) in;
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// ----------------------------------------------------------------------------
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//
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// uniforms
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//
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// ----------------------------------------------------------------------------
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layout(rgba32f, binding = 0) uniform image2D imgOutput;
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layout (location = 0) uniform float t; /**< Time */
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// ----------------------------------------------------------------------------
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//
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// functions
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//
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// ----------------------------------------------------------------------------
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void main() {
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
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float speed = 0.5;
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pixel.x = float(int((float(pixelCoord.x)/(gl_NumWorkGroups.x*gl_WorkGroupSize.x)+t*speed)*100)%100)/100;
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pixel.y = float(pixelCoord.y)/(gl_NumWorkGroups.y*gl_WorkGroupSize.y);
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imageStore(imgOutput, pixelCoord, pixel);
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}
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49
src/8.guest/2022/5.computeshader_helloworld/computeShader.h
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49
src/8.guest/2022/5.computeshader_helloworld/computeShader.h
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#include <learnopengl/shader_m.h>
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class ComputeShader : public Shader
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{
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public:
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ComputeShader(const char* computePath)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string computeCode;
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std::ifstream cShaderFile;
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// ensure ifstream objects can throw exceptions:
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cShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// open files
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cShaderFile.open(computePath);
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std::stringstream cShaderStream;
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// read file's buffer contents into streams
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cShaderStream << cShaderFile.rdbuf();
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// close file handlers
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cShaderFile.close();
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// convert stream into string
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computeCode = cShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
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}
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const char* cShaderCode = computeCode.c_str();
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// 2. compile shaders
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unsigned int compute;
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// compute shader
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compute = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(compute, 1, &cShaderCode, NULL);
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glCompileShader(compute);
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checkCompileErrors(compute, "COMPUTE");
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, compute);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessery
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glDeleteShader(compute);
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}
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};
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <iostream>
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#include "computeShader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void renderQuad();
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// texture size
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const unsigned int TEXTURE_WIDTH = 1000, TEXTURE_HEIGHT = 1000;
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// timing
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f; // time of last frame
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int main(int argc, char* argv[])
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSwapInterval(0);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// query limitations
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// -----------------
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int max_compute_work_group_count[3];
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int max_compute_work_group_size[3];
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int max_compute_work_group_invocations;
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for (int idx = 0; idx < 3; idx++) {
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glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, idx, &max_compute_work_group_count[idx]);
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glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, idx, &max_compute_work_group_size[idx]);
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}
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glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
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std::cout << "OpenGL Limitations: " << std::endl;
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std::cout << "maxmimum number of work groups in X dimension " << max_compute_work_group_count[0] << std::endl;
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std::cout << "maxmimum number of work groups in Y dimension " << max_compute_work_group_count[1] << std::endl;
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std::cout << "maxmimum number of work groups in Z dimension " << max_compute_work_group_count[2] << std::endl;
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std::cout << "maxmimum size of a work group in X dimension " << max_compute_work_group_size[0] << std::endl;
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std::cout << "maxmimum size of a work group in Y dimension " << max_compute_work_group_size[1] << std::endl;
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std::cout << "maxmimum size of a work group in Z dimension " << max_compute_work_group_size[2] << std::endl;
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std::cout << "Number of invocations in a single local work group that may be dispatched to a compute shader " << max_compute_work_group_invocations << std::endl;
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// build and compile shaders
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// -------------------------
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Shader screenQuad("screenQuad.vs", "screenQuad.fs");
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ComputeShader computeShader("computeShader.comp");
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screenQuad.use();
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screenQuad.setInt("tex", 0);
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// Create texture for opengl operation
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// -----------------------------------
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GLuint texture;
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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// render loop
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// -----------
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int fCounter = 0;
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while (!glfwWindowShouldClose(window))
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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if(fCounter > 500) {
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std::cout << "FPS: " << 1 / deltaTime << std::endl;
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fCounter = 0;
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} else {
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fCounter++;
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}
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computeShader.use();
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computeShader.setFloat("t", currentFrame);
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glDispatchCompute((GLuint)TEXTURE_WIDTH/10, (GLuint)TEXTURE_HEIGHT/10, 1);
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// make sure writing to image has finished before read
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// render image to quad
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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screenQuad.use();
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renderQuad();
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteTextures(1, &texture);
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glDeleteProgram(screenQuad.ID);
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glDeleteProgram(computeShader.ID);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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// renderQuad() renders a 1x1 XY quad in NDC
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// -----------------------------------------
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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12
src/8.guest/2022/5.computeshader_helloworld/screenQuad.fs
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12
src/8.guest/2022/5.computeshader_helloworld/screenQuad.fs
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D tex;
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void main()
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{
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vec3 texCol = texture(tex, TexCoords).rgb;
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FragColor = vec4(texCol, 1.0);
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}
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11
src/8.guest/2022/5.computeshader_helloworld/screenQuad.vs
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11
src/8.guest/2022/5.computeshader_helloworld/screenQuad.vs
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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