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authorhachem <im@hachem.wtf>2025-08-13 18:20:54 +0200
committerhachem <im@hachem.wtf>2025-08-13 18:20:54 +0200
commitf1517709556827fb8b7bab00bdee4a9794d88dd1 (patch)
treea1b2325c8bc693bff0ace1fd98ea7dac91f76286
parent1ad6bc34323f5b30d463ebe47a58d47ff9d4f328 (diff)
[add]: Compute shaders and Compute Textures
-rw-r--r--assets/Compute.glsl24
-rw-r--r--assets/ImageProcessing.glsl31
-rw-r--r--assets/ParticleSystem.glsl58
-rw-r--r--assets/TextureProcessor.glsl43
-rw-r--r--src/Core/Application.cpp122
-rw-r--r--src/Core/Application.h8
-rw-r--r--src/Core/Event.h42
-rw-r--r--src/Platform/OpenGL/OpenGLShader.cpp30
-rw-r--r--src/Platform/OpenGL/OpenGLShader.h6
-rw-r--r--src/Platform/OpenGL/OpenGLTexture.cpp9
-rw-r--r--src/Platform/OpenGL/OpenGLTexture.h4
-rw-r--r--src/Rendering/Shader.cpp11
-rw-r--r--src/Rendering/Shader.h11
-rw-r--r--src/Rendering/Texture.h4
14 files changed, 366 insertions, 37 deletions
diff --git a/assets/Compute.glsl b/assets/Compute.glsl
new file mode 100644
index 0000000..9a36a84
--- /dev/null
+++ b/assets/Compute.glsl
@@ -0,0 +1,24 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 256) in;
+
+layout(std430, binding = 0) buffer InputBuffer
+{
+ float data[];
+} inputBuffer;
+
+layout(std430, binding = 1) buffer OutputBuffer
+{
+ float data[];
+} outputBuffer;
+
+uniform float u_Scale;
+uniform float u_Offset;
+
+void main()
+{
+ uint index = gl_GlobalInvocationID.x;
+ float inputValue = inputBuffer.data[index];
+ outputBuffer.data[index] = inputValue * u_Scale + u_Offset;
+}
diff --git a/assets/ImageProcessing.glsl b/assets/ImageProcessing.glsl
new file mode 100644
index 0000000..3a05425
--- /dev/null
+++ b/assets/ImageProcessing.glsl
@@ -0,0 +1,31 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 16, local_size_y = 16) in;
+
+layout(binding = 0) uniform sampler2D u_InputTexture;
+layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
+
+uniform vec2 u_TextureSize;
+uniform float u_Brightness;
+uniform float u_Contrast;
+uniform float u_Saturation;
+
+void main()
+{
+ ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
+
+ if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
+ return;
+
+ vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
+ vec4 color = texture(u_InputTexture, texCoord);
+
+ color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
+
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
+ color.rgb = clamp(color.rgb, 0.0, 1.0);
+
+ imageStore(u_OutputTexture, pixelCoord, color);
+}
diff --git a/assets/ParticleSystem.glsl b/assets/ParticleSystem.glsl
new file mode 100644
index 0000000..d40726d
--- /dev/null
+++ b/assets/ParticleSystem.glsl
@@ -0,0 +1,58 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 256) in;
+
+struct Particle
+{
+ vec4 position; // xyz = position, w = lifetime
+ vec4 velocity; // xyz = velocity, w = mass
+ vec4 color; // rgba = color
+};
+
+layout(std430, binding = 0) buffer ParticleBuffer
+{
+ Particle particles[];
+} particleBuffer;
+
+uniform float u_DeltaTime;
+uniform vec3 u_Gravity;
+uniform vec3 u_EmitterPosition;
+uniform float u_EmissionRate;
+uniform float u_ParticleLifetime;
+uniform float u_Time;
+
+void main()
+{
+ uint index = gl_GlobalInvocationID.x;
+
+ if (index >= particles.length())
+ return;
+
+ Particle particle = particleBuffer.particles[index];
+
+ particle.position.w -= u_DeltaTime;
+
+ if (particle.position.w <= 0.0)
+ {
+ particle.position.xyz = u_EmitterPosition;
+ particle.position.w = u_ParticleLifetime;
+
+ float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159;
+ float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0;
+ particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed);
+ particle.velocity.w = 1.0;
+
+ particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0);
+ }
+ else
+ {
+ particle.velocity.xyz += u_Gravity * u_DeltaTime;
+ particle.position.xyz += particle.velocity.xyz * u_DeltaTime;
+
+ float lifeRatio = particle.position.w / u_ParticleLifetime;
+ particle.color.a = lifeRatio;
+ }
+
+ particleBuffer.particles[index] = particle;
+}
diff --git a/assets/TextureProcessor.glsl b/assets/TextureProcessor.glsl
new file mode 100644
index 0000000..a234ac8
--- /dev/null
+++ b/assets/TextureProcessor.glsl
@@ -0,0 +1,43 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 16, local_size_y = 16) in;
+
+layout(binding = 0) uniform sampler2D u_InputTexture;
+layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
+
+uniform vec2 u_TextureSize;
+uniform float u_Time;
+uniform float u_Brightness;
+uniform float u_Contrast;
+uniform float u_Saturation;
+
+void main()
+{
+ ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
+
+ if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
+ return;
+
+ vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
+ vec4 color = texture(u_InputTexture, texCoord);
+
+ float time = u_Time * 2.0f;
+ float u = texCoord.x;
+ float v = texCoord.y;
+
+ float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
+ wave = (wave + 1.0f) * 0.5f;
+
+ vec4 animatedColor = vec4(wave, 1.0f - wave, (u + v) * 0.5f, 1.0f);
+ color = mix(color, animatedColor, 0.3f);
+
+ color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
+
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
+
+ color.rgb = clamp(color.rgb, 0.0, 1.0);
+
+ imageStore(u_OutputTexture, pixelCoord, color);
+}
diff --git a/src/Core/Application.cpp b/src/Core/Application.cpp
index 0fd0023..4db79a5 100644
--- a/src/Core/Application.cpp
+++ b/src/Core/Application.cpp
@@ -224,6 +224,30 @@ namespace Donut
m_Texture->SetData(pixelData, 256 * 256 * 4);
delete[] pixelData;
+
+ m_ComputeShader = std::shared_ptr<Shader>(Shader::Create("assets/TextureProcessor.glsl"));
+
+ if (!m_ComputeShader)
+ {
+ std::cout << "Failed to create compute shader! Falling back to CPU texture generation." << std::endl;
+ m_UseComputeShader = false;
+ }
+ else
+ std::cout << "Compute shader created successfully!" << std::endl;
+
+ m_ProcessedTexture = Texture2D::Create(256, 256);
+ m_ComputeBrightness = 0.0f;
+ m_ComputeContrast = 1.0f;
+ m_ComputeSaturation = 1.0f;
+ m_UseComputeShader = true;
+
+ std::cout << "=== Compute Shader Test ===" << std::endl;
+ std::cout << "C - Toggle compute shader on/off" << std::endl;
+ std::cout << "Arrow Keys - Adjust brightness (Up/Down) and contrast (Left/Right)" << std::endl;
+ std::cout << "Q/E - Adjust saturation" << std::endl;
+ std::cout << "WASD - Move camera" << std::endl;
+ std::cout << "Mouse - Look around" << std::endl;
+ std::cout << "==========================" << std::endl;
}
void Application::OnShutdown()
@@ -253,6 +277,42 @@ namespace Donut
m_Camera->MoveDown(m_DeltaTime);
}
+ static bool cKeyPressed = false;
+ if (m_Keys[GLFW_KEY_C] && !cKeyPressed)
+ {
+ m_UseComputeShader = !m_UseComputeShader;
+ std::cout << "Compute shader: " << (m_UseComputeShader ? "ON" : "OFF") << std::endl;
+ cKeyPressed = true;
+ }
+ if (!m_Keys[GLFW_KEY_C])
+ cKeyPressed = false;
+ if (m_Keys[GLFW_KEY_UP])
+ m_ComputeBrightness += m_DeltaTime * 0.5f;
+ if (m_Keys[GLFW_KEY_DOWN])
+ m_ComputeBrightness -= m_DeltaTime * 0.5f;
+ if (m_Keys[GLFW_KEY_LEFT])
+ m_ComputeContrast -= m_DeltaTime * 0.5f;
+ if (m_Keys[GLFW_KEY_RIGHT])
+ m_ComputeContrast += m_DeltaTime * 0.5f;
+ if (m_Keys[GLFW_KEY_Q])
+ m_ComputeSaturation -= m_DeltaTime * 0.5f;
+ if (m_Keys[GLFW_KEY_E])
+ m_ComputeSaturation += m_DeltaTime * 0.5f;
+
+ m_ComputeBrightness = glm::clamp(m_ComputeBrightness, -1.0f, 1.0f);
+ m_ComputeContrast = glm::clamp(m_ComputeContrast, 0.1f, 3.0f);
+ m_ComputeSaturation = glm::clamp(m_ComputeSaturation, 0.0f, 2.0f);
+
+ static float statusTimer = 0.0f;
+ statusTimer += m_DeltaTime;
+ if (statusTimer > 2.0f)
+ {
+ std::cout << "Compute Shader Status - Brightness: " << m_ComputeBrightness
+ << ", Contrast: " << m_ComputeContrast
+ << ", Saturation: " << m_ComputeSaturation << std::endl;
+ statusTimer = 0.0f;
+ }
+
UpdateTexture();
}
@@ -261,7 +321,12 @@ namespace Donut
Renderer::SetClearColor({ 0.0f, 0.0f, 0.0f, 1.0f });
Renderer::Clear();
- if (m_Texture)
+ if (m_UseComputeShader && m_ProcessedTexture)
+ {
+ m_ProcessedTexture->Bind(0);
+ m_Shader->SetInt("u_Texture", 0);
+ }
+ else if (m_Texture)
{
m_Texture->Bind(0);
m_Shader->SetInt("u_Texture", 0);
@@ -300,28 +365,45 @@ namespace Donut
m_TextureTime += m_DeltaTime;
- uint32_t* pixelData = new uint32_t[256 * 256];
- for (int y = 0; y < 256; y++)
+ if (m_UseComputeShader && m_ComputeShader && m_ProcessedTexture)
{
- for (int x = 0; x < 256; x++)
+ m_ComputeShader->Bind();
+ m_Texture->Bind(0);
+ m_ComputeShader->SetInt("u_InputTexture", 0);
+ m_ProcessedTexture->BindAsImage(1, false);
+ m_ComputeShader->SetFloat2("u_TextureSize", glm::vec2(256.0f, 256.0f));
+ m_ComputeShader->SetFloat("u_Time", m_TextureTime);
+ m_ComputeShader->SetFloat("u_Brightness", m_ComputeBrightness);
+ m_ComputeShader->SetFloat("u_Contrast", m_ComputeContrast);
+ m_ComputeShader->SetFloat("u_Saturation", m_ComputeSaturation);
+ m_ComputeShader->Dispatch(16, 16, 1);
+ m_ComputeShader->MemoryBarrier(IMAGE_ACCESS_BARRIER_BIT);
+ }
+ else
+ {
+ uint32_t* pixelData = new uint32_t[256 * 256];
+ for (int y = 0; y < 256; y++)
{
- float time = m_TextureTime * 2.0f;
- float u = (float)x / 256.0f;
- float v = (float)y / 256.0f;
-
- float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
- wave = (wave + 1.0f) * 0.5f;
-
- uint8_t r = (uint8_t)(wave * 255);
- uint8_t g = (uint8_t)((1.0f - wave) * 255);
- uint8_t b = (uint8_t)((u + v) * 0.5f * 255);
- uint8_t a = 255;
-
- pixelData[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r;
+ for (int x = 0; x < 256; x++)
+ {
+ float time = m_TextureTime * 2.0f;
+ float u = (float)x / 256.0f;
+ float v = (float)y / 256.0f;
+
+ float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
+ wave = (wave + 1.0f) * 0.5f;
+
+ uint8_t r = (uint8_t)(wave * 255);
+ uint8_t g = (uint8_t)((1.0f - wave) * 255);
+ uint8_t b = (uint8_t)((u + v) * 0.5f * 255);
+ uint8_t a = 255;
+
+ pixelData[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r;
+ }
}
+
+ m_Texture->SetData(pixelData, 256 * 256 * 4);
+ delete[] pixelData;
}
-
- m_Texture->SetData(pixelData, 256 * 256 * 4);
- delete[] pixelData;
}
}
diff --git a/src/Core/Application.h b/src/Core/Application.h
index 7406136..922af67 100644
--- a/src/Core/Application.h
+++ b/src/Core/Application.h
@@ -47,6 +47,14 @@ namespace Donut
std::shared_ptr<Shader> m_Shader;
std::shared_ptr<Texture2D> m_Texture;
+ // Compute shader related members
+ std::shared_ptr<Shader> m_ComputeShader;
+ std::shared_ptr<Texture2D> m_ProcessedTexture;
+ float m_ComputeBrightness;
+ float m_ComputeContrast;
+ float m_ComputeSaturation;
+ bool m_UseComputeShader;
+
std::unique_ptr<Camera> m_Camera;
bool m_Keys[1024] = { false };
diff --git a/src/Core/Event.h b/src/Core/Event.h
index 32cdde4..60d446d 100644
--- a/src/Core/Event.h
+++ b/src/Core/Event.h
@@ -81,7 +81,8 @@ namespace Donut
virtual int GetCategoryFlags() const override { return EventCategoryKeyboard | \
EventCategoryInput; }
- class WindowResizeEvent : public Event
+ class WindowResizeEvent
+ : public Event
{
public:
WindowResizeEvent(unsigned int width, unsigned int height)
@@ -101,28 +102,32 @@ namespace Donut
unsigned int m_Width, m_Height;
};
- class WindowCloseEvent : public Event
+ class WindowCloseEvent
+ : public Event
{
public:
WindowCloseEvent() = default;
APPLICATION_EVENT_CLASS_TYPE(WindowClose)
};
- class WindowFocusEvent : public Event
+ class WindowFocusEvent
+ : public Event
{
public:
WindowFocusEvent() = default;
APPLICATION_EVENT_CLASS_TYPE(WindowFocus)
};
- class WindowLostFocusEvent : public Event
+ class WindowLostFocusEvent
+ : public Event
{
public:
WindowLostFocusEvent() = default;
APPLICATION_EVENT_CLASS_TYPE(WindowLostFocus)
};
- class WindowMovedEvent : public Event
+ class WindowMovedEvent
+ : public Event
{
public:
WindowMovedEvent(int x, int y)
@@ -142,7 +147,8 @@ namespace Donut
int m_X, m_Y;
};
- class KeyEvent : public Event
+ class KeyEvent
+ : public Event
{
public:
int GetKeyCode() const { return m_KeyCode; }
@@ -154,7 +160,8 @@ namespace Donut
int m_KeyCode;
};
- class KeyPressedEvent : public KeyEvent
+ class KeyPressedEvent
+ : public KeyEvent
{
public:
KeyPressedEvent(int keycode, bool isRepeat = false)
@@ -174,7 +181,8 @@ namespace Donut
bool m_IsRepeat;
};
- class KeyReleasedEvent : public KeyEvent
+ class KeyReleasedEvent
+ : public KeyEvent
{
public:
KeyReleasedEvent(int keycode) : KeyEvent(keycode) { }
@@ -187,7 +195,8 @@ namespace Donut
KEYBOARD_EVENT_CLASS_TYPE(KeyReleased)
};
- class KeyTypedEvent : public KeyEvent
+ class KeyTypedEvent
+ : public KeyEvent
{
public:
KeyTypedEvent(int keycode) : KeyEvent(keycode) { }
@@ -200,7 +209,8 @@ namespace Donut
KEYBOARD_EVENT_CLASS_TYPE(KeyTyped)
};
- class MouseMovedEvent : public Event
+ class MouseMovedEvent
+ : public Event
{
public:
MouseMovedEvent(float x, float y)
@@ -220,7 +230,8 @@ namespace Donut
float m_MouseX, m_MouseY;
};
- class MouseScrolledEvent : public Event
+ class MouseScrolledEvent
+ : public Event
{
public:
MouseScrolledEvent(float xOffset, float yOffset)
@@ -241,7 +252,8 @@ namespace Donut
float m_XOffset, m_YOffset;
};
- class MouseButtonEvent : public Event
+ class MouseButtonEvent
+ : public Event
{
public:
int GetMouseButton() const { return m_Button; }
@@ -254,7 +266,8 @@ namespace Donut
int m_Button;
};
- class MouseButtonPressedEvent : public MouseButtonEvent
+ class MouseButtonPressedEvent
+ : public MouseButtonEvent
{
public:
MouseButtonPressedEvent(int button) : MouseButtonEvent(button) { }
@@ -267,7 +280,8 @@ namespace Donut
MOUSE_BUTTON_EVENT_CLASS_TYPE(MouseButtonPressed)
};
- class MouseButtonReleasedEvent : public MouseButtonEvent
+ class MouseButtonReleasedEvent
+ : public MouseButtonEvent
{
public:
MouseButtonReleasedEvent(int button) : MouseButtonEvent(button) { }
diff --git a/src/Platform/OpenGL/OpenGLShader.cpp b/src/Platform/OpenGL/OpenGLShader.cpp
index 39e95b7..6fcaa74 100644
--- a/src/Platform/OpenGL/OpenGLShader.cpp
+++ b/src/Platform/OpenGL/OpenGLShader.cpp
@@ -12,6 +12,8 @@ namespace Donut
return GL_VERTEX_SHADER;
if (type == "fragment" || type == "pixel")
return GL_FRAGMENT_SHADER;
+ if (type == "compute")
+ return GL_COMPUTE_SHADER;
return 0;
}
@@ -37,6 +39,14 @@ namespace Donut
Compile(sources);
}
+ OpenGLShader::OpenGLShader(const std::string& name, const std::string& computeSrc)
+ : m_Name(name)
+ {
+ std::unordered_map<uint32_t, std::string> sources;
+ sources[GL_COMPUTE_SHADER] = computeSrc;
+ Compile(sources);
+ }
+
OpenGLShader::~OpenGLShader()
{
glDeleteProgram(m_RendererID);
@@ -160,6 +170,11 @@ namespace Donut
UploadUniformFloat(name, value);
}
+ void OpenGLShader::SetFloat2(const std::string& name, const glm::vec2& value)
+ {
+ UploadUniformFloat2(name, value);
+ }
+
void OpenGLShader::SetFloat3(const std::string& name, const glm::vec3& value)
{
UploadUniformFloat3(name, value);
@@ -222,4 +237,19 @@ namespace Donut
int location = glGetUniformLocation(m_RendererID, name.c_str());
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}
+
+ void OpenGLShader::Dispatch(uint32_t x, uint32_t y, uint32_t z)
+ {
+ glDispatchCompute(x, y, z);
+ }
+
+ void OpenGLShader::DispatchIndirect(uint32_t offset)
+ {
+ glDispatchComputeIndirect(offset);
+ }
+
+ void OpenGLShader::MemoryBarrier(uint32_t barriers)
+ {
+ glMemoryBarrier(barriers);
+ }
};
diff --git a/src/Platform/OpenGL/OpenGLShader.h b/src/Platform/OpenGL/OpenGLShader.h
index 2ebde12..bd58834 100644
--- a/src/Platform/OpenGL/OpenGLShader.h
+++ b/src/Platform/OpenGL/OpenGLShader.h
@@ -12,6 +12,7 @@ namespace Donut
public:
OpenGLShader(const std::string& filepath);
OpenGLShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc);
+ OpenGLShader(const std::string& name, const std::string& computeSrc);
virtual ~OpenGLShader();
virtual void Bind() const override;
@@ -20,10 +21,15 @@ namespace Donut
virtual void SetInt(const std::string& name, int value) override;
virtual void SetIntArray(const std::string& name, int* values, uint32_t count) override;
virtual void SetFloat(const std::string& name, float value) override;
+ virtual void SetFloat2(const std::string& name, const glm::vec2& value) override;
virtual void SetFloat3(const std::string& name, const glm::vec3& value) override;
virtual void SetFloat4(const std::string& name, const glm::vec4& value) override;
virtual void SetMat4(const std::string& name, const glm::mat4& value) override;
+ virtual void Dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) override;
+ virtual void DispatchIndirect(uint32_t offset = 0) override;
+ virtual void MemoryBarrier(uint32_t barriers) override;
+
virtual const std::string& GetName() const override { return m_Name; }
void UploadUniformInt(const std::string& name, int value);
diff --git a/src/Platform/OpenGL/OpenGLTexture.cpp b/src/Platform/OpenGL/OpenGLTexture.cpp
index 02252d1..7e2dea0 100644
--- a/src/Platform/OpenGL/OpenGLTexture.cpp
+++ b/src/Platform/OpenGL/OpenGLTexture.cpp
@@ -19,7 +19,7 @@ namespace Donut
glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
- // TODO: Texture Loading
+ // TODO(Hachem): Texture Loading
OpenGLTexture2D::OpenGLTexture2D(const std::string& path)
: m_Path(path)
{
@@ -56,6 +56,7 @@ namespace Donut
std::cout << "Data must be entire texture!" << std::endl;
return;
}
+
glTextureSubImage2D(m_RendererID, 0, 0, 0, m_Width, m_Height, m_DataFormat, GL_UNSIGNED_BYTE, data);
}
@@ -63,4 +64,10 @@ namespace Donut
{
glBindTextureUnit(slot, m_RendererID);
}
+
+ void OpenGLTexture2D::BindAsImage(uint32_t slot, bool readOnly) const
+ {
+ GLenum access = readOnly ? GL_READ_ONLY : GL_WRITE_ONLY;
+ glBindImageTexture(slot, m_RendererID, 0, GL_FALSE, 0, access, m_InternalFormat);
+ }
}; \ No newline at end of file
diff --git a/src/Platform/OpenGL/OpenGLTexture.h b/src/Platform/OpenGL/OpenGLTexture.h
index 4a95ab4..b27bb16 100644
--- a/src/Platform/OpenGL/OpenGLTexture.h
+++ b/src/Platform/OpenGL/OpenGLTexture.h
@@ -5,7 +5,8 @@
namespace Donut
{
- class OpenGLTexture2D : public Texture2D
+ class OpenGLTexture2D
+ : public Texture2D
{
public:
OpenGLTexture2D(uint32_t width, uint32_t height);
@@ -18,6 +19,7 @@ namespace Donut
virtual void SetData(void* data, uint32_t size) override;
virtual void Bind(uint32_t slot = 0) const override;
+ virtual void BindAsImage(uint32_t slot = 0, bool readOnly = false) const override;
virtual bool operator==(const Texture& other) const override
{
diff --git a/src/Rendering/Shader.cpp b/src/Rendering/Shader.cpp
index b055fe4..a791c98 100644
--- a/src/Rendering/Shader.cpp
+++ b/src/Rendering/Shader.cpp
@@ -27,6 +27,17 @@ namespace Donut
}
}
+ Shader* Shader::CreateCompute(const std::string& name, const std::string& computeSrc)
+ {
+ switch (Renderer::GetAPI())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(name, computeSrc);
+ default:
+ return nullptr;
+ }
+ }
+
void ShaderLibrary::Add(const std::shared_ptr<Shader>& shader)
{
auto& name = shader->GetName();
diff --git a/src/Rendering/Shader.h b/src/Rendering/Shader.h
index a6b287a..aa46f07 100644
--- a/src/Rendering/Shader.h
+++ b/src/Rendering/Shader.h
@@ -5,6 +5,11 @@
#include <memory>
#include <glm/glm.hpp>
+#define SHADER_STORAGE_BARRIER_BIT 0x00002000
+#define UNIFORM_BARRIER_BIT 0x00000004
+#define TEXTURE_FETCH_BARRIER_BIT 0x00000008
+#define IMAGE_ACCESS_BARRIER_BIT 0x00000020
+
namespace Donut
{
class Shader
@@ -18,14 +23,20 @@ namespace Donut
virtual void SetInt(const std::string& name, int value) = 0;
virtual void SetIntArray(const std::string& name, int* values, uint32_t count) = 0;
virtual void SetFloat(const std::string& name, float value) = 0;
+ virtual void SetFloat2(const std::string& name, const glm::vec2& value) = 0;
virtual void SetFloat3(const std::string& name, const glm::vec3& value) = 0;
virtual void SetFloat4(const std::string& name, const glm::vec4& value) = 0;
virtual void SetMat4(const std::string& name, const glm::mat4& value) = 0;
+ virtual void Dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) = 0;
+ virtual void DispatchIndirect(uint32_t offset = 0) = 0;
+ virtual void MemoryBarrier(uint32_t barriers) = 0;
+
virtual const std::string& GetName() const = 0;
static Shader* Create(const std::string& filepath);
static Shader* Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc);
+ static Shader* CreateCompute(const std::string& name, const std::string& computeSrc);
};
class ShaderLibrary
diff --git a/src/Rendering/Texture.h b/src/Rendering/Texture.h
index eebce85..f17bb1d 100644
--- a/src/Rendering/Texture.h
+++ b/src/Rendering/Texture.h
@@ -17,11 +17,13 @@ namespace Donut
virtual void SetData(void* data, uint32_t size) = 0;
virtual void Bind(uint32_t slot = 0) const = 0;
+ virtual void BindAsImage(uint32_t slot = 0, bool readOnly = false) const = 0;
virtual bool operator==(const Texture& other) const = 0;
};
- class Texture2D : public Texture
+ class Texture2D
+ : public Texture
{
public:
static std::shared_ptr<Texture2D> Create(uint32_t width, uint32_t height);