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07geometry_shader_blending.cpp
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07geometry_shader_blending.cpp
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/* OpenGL example code - Geometry Shader and Blending
*
* Uses a geometry shader to expand points to billboard quads.
* The billboards are then blended while drawing to create a galaxy
* made of particles.
*
* Autor: Jakob Progsch
*/
#include <GLXW/glxw.h>
#include <GLFW/glfw3.h>
//glm is used to create perspective and transform matrices
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <string>
#include <vector>
#include <cstdlib>
// helper to check and display for shader compiler errors
bool check_shader_compile_status(GLuint obj) {
GLint status;
glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE) {
GLint length;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetShaderInfoLog(obj, length, &length, &log[0]);
std::cerr << &log[0];
return false;
}
return true;
}
// helper to check and display for shader linker error
bool check_program_link_status(GLuint obj) {
GLint status;
glGetProgramiv(obj, GL_LINK_STATUS, &status);
if(status == GL_FALSE) {
GLint length;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetProgramInfoLog(obj, length, &length, &log[0]);
std::cerr << &log[0];
return false;
}
return true;
}
int main() {
int width = 640;
int height = 480;
if(glfwInit() == GL_FALSE) {
std::cerr << "failed to init GLFW" << std::endl;
return 1;
}
// select opengl version
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// create a window
GLFWwindow *window;
if((window = glfwCreateWindow(width, height, "07geometry_shader_blending", 0, 0)) == 0) {
std::cerr << "failed to open window" << std::endl;
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
if(glxwInit()) {
std::cerr << "failed to init GL3W" << std::endl;
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
// the vertex shader simply passes through data
std::string vertex_source =
"#version 330\n"
"layout(location = 0) in vec4 vposition;\n"
"void main() {\n"
" gl_Position = vposition;\n"
"}\n";
// the geometry shader creates the billboard quads
std::string geometry_source =
"#version 330\n"
"uniform mat4 View;\n"
"uniform mat4 Projection;\n"
"layout (points) in;\n"
"layout (triangle_strip, max_vertices = 4) out;\n"
"out vec2 txcoord;\n"
"void main() {\n"
" vec4 pos = View*gl_in[0].gl_Position;\n"
" txcoord = vec2(-1,-1);\n"
" gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
" EmitVertex();\n"
" txcoord = vec2( 1,-1);\n"
" gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
" EmitVertex();\n"
" txcoord = vec2(-1, 1);\n"
" gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
" EmitVertex();\n"
" txcoord = vec2( 1, 1);\n"
" gl_Position = Projection*(pos+vec4(txcoord,0,0));\n"
" EmitVertex();\n"
"}\n";
// the fragment shader creates a bell like radial color distribution
std::string fragment_source =
"#version 330\n"
"in vec2 txcoord;\n"
"layout(location = 0) out vec4 FragColor;\n"
"void main() {\n"
" float s = 0.2*(1/(1+15.*dot(txcoord, txcoord))-1/16.);\n"
" FragColor = s*vec4(1,0.9,0.6,1);\n"
"}\n";
// program and shader handles
GLuint shader_program, vertex_shader, geometry_shader, fragment_shader;
// we need these to properly pass the strings
const char *source;
int length;
// create and compiler vertex shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
source = vertex_source.c_str();
length = vertex_source.size();
glShaderSource(vertex_shader, 1, &source, &length);
glCompileShader(vertex_shader);
if(!check_shader_compile_status(vertex_shader)) {
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
// create and compiler geometry shader
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
source = geometry_source.c_str();
length = geometry_source.size();
glShaderSource(geometry_shader, 1, &source, &length);
glCompileShader(geometry_shader);
if(!check_shader_compile_status(geometry_shader)) {
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
// create and compiler fragment shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
source = fragment_source.c_str();
length = fragment_source.size();
glShaderSource(fragment_shader, 1, &source, &length);
glCompileShader(fragment_shader);
if(!check_shader_compile_status(fragment_shader)) {
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
// create program
shader_program = glCreateProgram();
// attach shaders
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, geometry_shader);
glAttachShader(shader_program, fragment_shader);
// link the program and check for errors
glLinkProgram(shader_program);
check_program_link_status(shader_program);
// obtain location of projection uniform
GLint View_location = glGetUniformLocation(shader_program, "View");
GLint Projection_location = glGetUniformLocation(shader_program, "Projection");
// vao and vbo handle
GLuint vao, vbo;
// generate and bind the vao
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// generate and bind the vertex buffer object
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
const int particles = 128*1024;
// create a galaxylike distribution of points
std::vector<GLfloat> vertexData(particles*3);
for(int i = 0;i<particles;++i)
{
int arm = 3*(std::rand()/float(RAND_MAX));
float alpha = 1/(0.1f+std::pow(std::rand()/float(RAND_MAX),0.7f))-1/1.1f;
float r = 4.0f*alpha;
alpha += arm*2.0f*3.1416f/3.0f;
vertexData[3*i+0] = r*std::sin(alpha);
vertexData[3*i+1] = 0;
vertexData[3*i+2] = r*std::cos(alpha);
vertexData[3*i+0] += (4.0f-0.2*alpha)*(2-(std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)+
std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)));
vertexData[3*i+1] += (2.0f-0.1*alpha)*(2-(std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)+
std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)));
vertexData[3*i+2] += (4.0f-0.2*alpha)*(2-(std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)+
std::rand()/float(RAND_MAX)+std::rand()/float(RAND_MAX)));
}
// fill with data
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*vertexData.size(), &vertexData[0], GL_STATIC_DRAW);
// set up generic attrib pointers
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
// we are blending so no depth testing
glDisable(GL_DEPTH_TEST);
// enable blending
glEnable(GL_BLEND);
// and set the blend function to result = 1*source + 1*destination
glBlendFunc(GL_ONE, GL_ONE);
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
// get the time in seconds
float t = glfwGetTime();
// clear first
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// use the shader program
glUseProgram(shader_program);
// calculate ViewProjection matrix
glm::mat4 Projection = glm::perspective(90.0f, 4.0f / 3.0f, 0.1f, 100.f);
// translate the world/view position
glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -50.0f));
// make the camera rotate around the origin
View = glm::rotate(View, 30.0f*std::sin(0.1f*t), glm::vec3(1.0f, 0.0f, 0.0f));
View = glm::rotate(View, -22.5f*t, glm::vec3(0.0f, 1.0f, 0.0f));
// set the uniform
glUniformMatrix4fv(View_location, 1, GL_FALSE, glm::value_ptr(View));
glUniformMatrix4fv(Projection_location, 1, GL_FALSE, glm::value_ptr(Projection));
// bind the vao
glBindVertexArray(vao);
// draw
glDrawArrays(GL_POINTS, 0, particles);
// check for errors
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
std::cerr << error << std::endl;
break;
}
// finally swap buffers
glfwSwapBuffers(window);
}
// delete the created objects
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDetachShader(shader_program, vertex_shader);
glDetachShader(shader_program, geometry_shader);
glDetachShader(shader_program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader);
glDeleteProgram(shader_program);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}