Render: Add and implement shader storage buffer (SSBO)
This commit is contained in:
@@ -4,6 +4,8 @@
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* SPDX-License-Identifier: MIT
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*/
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#pragma once
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#include <cstdint> // int32_t, uint32_t
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#include <string_view>
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#include <unordered_map>
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@@ -42,7 +42,7 @@ uint32_t BufferElement::getTypeGL() const
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return BufferElement::getTypeGL(m_type);
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}
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uint32_t BufferElement::getTypeSize(const BufferElementType type)
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uint32_t BufferElement::getTypeSize(BufferElementType type)
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{
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switch (type) {
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case BufferElementType::None:
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@@ -86,7 +86,7 @@ uint32_t BufferElement::getTypeSize(const BufferElementType type)
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return 0;
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}
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uint32_t BufferElement::getTypeCount(const BufferElementType type)
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uint32_t BufferElement::getTypeCount(BufferElementType type)
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{
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switch (type) {
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case BufferElementType::None:
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@@ -133,7 +133,7 @@ uint32_t BufferElement::getTypeCount(const BufferElementType type)
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return 0;
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}
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uint32_t BufferElement::getTypeGL(const BufferElementType type)
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uint32_t BufferElement::getTypeGL(BufferElementType type)
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{
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switch (type) {
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case BufferElementType::None:
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@@ -177,6 +177,58 @@ uint32_t BufferElement::getTypeGL(const BufferElementType type)
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return 0;
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}
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uint32_t BufferElement::getGLTypeSize(uint32_t type)
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{
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switch (type) {
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case GL_BOOL:
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_FLOAT:
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return 4;
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case GL_BOOL_VEC2:
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case GL_INT_VEC2:
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case GL_UNSIGNED_INT_VEC2:
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case GL_FLOAT_VEC2:
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return 4 * 2;
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case GL_BOOL_VEC3:
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case GL_INT_VEC3:
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case GL_UNSIGNED_INT_VEC3:
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case GL_FLOAT_VEC3:
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return 4 * 3;
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case GL_BOOL_VEC4:
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case GL_INT_VEC4:
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case GL_UNSIGNED_INT_VEC4:
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case GL_FLOAT_VEC4:
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return 4 * 4;
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case GL_FLOAT_MAT2:
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return 4 * 2 * 2;
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case GL_FLOAT_MAT3:
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return 4 * 3 * 3;
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case GL_FLOAT_MAT4:
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return 4 * 4 * 4;
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case GL_DOUBLE:
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return 8;
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case GL_DOUBLE_VEC2:
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return 8 * 2;
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case GL_DOUBLE_VEC3:
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return 8 * 3;
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case GL_DOUBLE_VEC4:
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return 8 * 4;
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case GL_DOUBLE_MAT2:
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return 8 * 2 * 2;
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case GL_DOUBLE_MAT3:
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return 8 * 3 * 3;
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case GL_DOUBLE_MAT4:
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return 8 * 4 * 4;
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default:
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VERIFY_NOT_REACHED();
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};
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return 0;
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}
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// -----------------------------------------
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BufferLayout::BufferLayout(const std::initializer_list<BufferElement>& elements)
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@@ -16,7 +16,7 @@ namespace Inferno {
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// clang-format off
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// https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)
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enum class BufferElementType {
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enum class BufferElementType : uint8_t {
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None = 0,
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Bool, Bool2, Bool3, Bool4, // bvec
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Int, Int2, Int3, Int4, // ivec
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@@ -39,9 +39,10 @@ public:
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uint32_t getTypeSize() const;
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uint32_t getTypeCount() const;
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uint32_t getTypeGL() const;
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static uint32_t getTypeSize(const BufferElementType type);
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static uint32_t getTypeCount(const BufferElementType type);
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static uint32_t getTypeGL(const BufferElementType type);
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static uint32_t getTypeSize(BufferElementType type);
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static uint32_t getTypeCount(BufferElementType type);
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static uint32_t getTypeGL(BufferElementType type);
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static uint32_t getGLTypeSize(uint32_t type);
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BufferElementType type() const { return m_type; }
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std::string name() const { return m_name; }
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@@ -49,11 +50,11 @@ public:
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uint32_t offset() const { return m_offset; }
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bool normalized() const { return m_normalized; }
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void setType(const BufferElementType& type) { m_type = type; }
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void setType(BufferElementType type) { m_type = type; }
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void setName(const std::string& name) { m_name = name; }
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void setSize(const uint32_t& size) { m_size = size; }
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void setOffset(const uint32_t& offset) { m_offset = offset; }
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void setNormalized(const bool& normalized) { m_normalized = normalized; }
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void setSize(uint32_t size) { m_size = size; }
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void setOffset(uint32_t offset) { m_offset = offset; }
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void setNormalized(bool normalized) { m_normalized = normalized; }
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private:
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BufferElementType m_type;
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@@ -34,9 +34,6 @@ void Renderer<T>::endScene()
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// -----------------------------------------
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template<typename T>
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uint32_t Renderer<T>::m_maxSupportedTextureSlots = 0;
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template<typename T>
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void Renderer<T>::initialize()
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{
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@@ -16,9 +16,10 @@
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#include "glm/ext/vector_float4.hpp" // glm::vec4
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#include "ruc/singleton.h"
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#include "inferno/asset/shader.h"
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namespace Inferno {
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class Shader;
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class Texture;
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class TransformComponent;
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class VertexArray;
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@@ -79,6 +80,8 @@ public:
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void setEnableDepthBuffer(bool state) { m_enableDepthBuffer = state; }
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uint32_t shaderID() const { return m_shader->id(); }
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protected:
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Renderer() {}
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virtual ~Renderer() { destroy(); };
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@@ -106,7 +109,7 @@ protected:
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T* m_vertexBufferPtr { nullptr };
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// Texture units
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static uint32_t m_maxSupportedTextureSlots;
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static inline uint32_t m_maxSupportedTextureSlots { 0 };
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uint32_t m_textureSlotIndex { 1 };
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std::array<std::shared_ptr<Texture>, maxTextureSlots> m_textureSlots;
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@@ -0,0 +1,195 @@
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/*
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* Copyright (C) 2024 Riyyi
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*
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* SPDX-License-Identifier: MIT
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*/
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#include <cstdint> // int32_t, uint8_t, uintt32_t
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#include "glad/glad.h"
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#include "glm/ext/matrix_float2x2.hpp" // glm::mat2
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#include "glm/ext/matrix_float3x3.hpp" // glm::mat3
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#include "glm/ext/vector_float4.hpp" // glm::vec4
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#include "inferno/render/buffer.h"
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#include "inferno/render/shader-storage-buffer.h"
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namespace Inferno {
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ShaderStorageBuffer::ShaderStorageBuffer(s)
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{
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// Get maximum uniformbuffer bindings the GPU supports
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int32_t maxBindingPoints = 0;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxBindingPoints);
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m_maxBindingPoints = static_cast<uint8_t>(maxBindingPoints);
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}
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ShaderStorageBuffer::~ShaderStorageBuffer()
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{
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}
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// -----------------------------------------
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// https://stackoverflow.com/questions/56512216#answer-56513136
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void ShaderStorageBuffer::setLayout(std::string_view blockName, uint8_t bindingPoint, uint32_t shaderID)
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{
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VERIFY(bindingPoint < m_maxBindingPoints,
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"shader storage buffer exceeded binding points: {}/{}", bindingPoint, m_maxBindingPoints);
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if (!exists(blockName)) {
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m_blocks[blockName.data()] = {};
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}
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BufferBlock& block = m_blocks[blockName.data()];
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block.bindingPoint = bindingPoint;
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block.memberOffsets.clear();
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, block.id);
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// Get the shader block index
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uint32_t resourceIndex = glGetProgramResourceIndex(shaderID, GL_SHADER_STORAGE_BLOCK, blockName.data());
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VERIFY(resourceIndex != GL_INVALID_INDEX, "block doesnt exist in shader: {}::{}", blockName, shaderID);
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// Get the amount of member variables
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uint32_t prop = GL_NUM_ACTIVE_VARIABLES;
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int32_t memberCount;
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glGetProgramResourceiv(shaderID, GL_SHADER_STORAGE_BLOCK, resourceIndex, 1, &prop, 1, nullptr, &memberCount);
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// Get the indices of the members
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prop = GL_ACTIVE_VARIABLES;
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std::vector<int32_t> members(memberCount);
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glGetProgramResourceiv(shaderID, GL_SHADER_STORAGE_BLOCK, resourceIndex, 1, &prop, (int32_t)members.size(), nullptr, members.data());
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// Reserve memory for the names of the members
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int32_t memberNameSize;
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glGetProgramInterfaceiv(shaderID, GL_BUFFER_VARIABLE, GL_MAX_NAME_LENGTH, &memberNameSize);
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std::vector<char> memberNameBuffer(memberNameSize);
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int32_t lastOffset = 0;
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int32_t lastType = 0;
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for (int32_t i = 0; i < memberCount; i++) {
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// Get name of buffer variable
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int32_t stringLength;
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glGetProgramResourceName(shaderID, GL_BUFFER_VARIABLE, members[i], memberNameSize, &stringLength, memberNameBuffer.data());
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std::string memberName = std::string(memberNameBuffer.begin(), memberNameBuffer.begin() + stringLength);
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// Get the other data needed for computing
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uint32_t props[7] = {
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GL_OFFSET, // 0
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GL_TYPE, // 1
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GL_ARRAY_SIZE, // 2
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GL_ARRAY_STRIDE, // 3
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GL_MATRIX_STRIDE, // 4
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GL_TOP_LEVEL_ARRAY_SIZE, // 5
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GL_TOP_LEVEL_ARRAY_STRIDE, // 6
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};
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int32_t params[7];
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glGetProgramResourceiv(shaderID, GL_BUFFER_VARIABLE, members[i], 7, props, 7, nullptr, params);
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// ruc::error("{}", memberName);
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// ruc::error("\n Offset: {}, type: {:#x}, arraySize: {}, arrayStride: {},\n matrixStride: {}, top level size: {}, top level stride: {}\n",
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// params[0], params[1], params[2], params[3], params[4], params[5], params[6]);
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// Array of structs
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if (params[5] != 1 && params[6 != 0]) {
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size_t bracketOpen = memberName.find_first_of('[');
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size_t bracketClose = memberName.find_first_of(']');
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std::string memberNameBegin = memberName.substr(0, bracketOpen); // name: myArray[0].member -> myArray
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std::string memberNameMember = memberName.substr(bracketClose + 1); // name: myArray[0].member -> .member
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for (int32_t j = 0; j < params[5]; ++j) {
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lastOffset = params[0] + (j * params[6]); // calc offset
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lastType = params[1];
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// Only add the member variant the first time its encountered
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if (j == 0 && block.memberOffsets.find(memberNameBegin) == block.memberOffsets.end()) {
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block.memberOffsets.emplace(memberNameBegin, lastOffset); // name: myArray
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}
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// Only add the index variant the first time its encountered
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std::string memberNameIndex = memberNameBegin + "[" + std::to_string(j) + "]"; // name: myArray -> myArray[i]
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if (block.memberOffsets.find(memberNameIndex) == block.memberOffsets.end()) {
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block.memberOffsets.emplace(memberNameIndex, lastOffset);
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}
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block.memberOffsets.emplace(memberNameIndex + memberNameMember, // name: myArray -> myArray[i].member
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lastOffset);
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}
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}
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// Array of primitives
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else if (params[2] != 1 && params[3] != 0) {
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std::string memberNameBegin = memberName.substr(0, memberName.find_first_of('[')); // name: myArray[0] -> myArray
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for (int32_t j = 0; j < params[2]; ++j) {
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lastOffset = params[0] + (j * params[3]); // calc offset
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lastType = params[1];
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// Only add the member variant the first time its encountered
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if (j == 0) {
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block.memberOffsets.emplace(memberNameBegin, lastOffset); // name: myArray
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}
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block.memberOffsets.emplace(memberNameBegin + "[" + std::to_string(j) + "]", // name: myArray -> myArray[i]
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lastOffset);
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}
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}
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// Matrix case
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else if (params[4] != 0) {
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lastType = params[1];
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lastOffset = params[0];
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block.memberOffsets.emplace(memberName, params[0]);
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}
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else {
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lastType = params[1];
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lastOffset = params[0];
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block.memberOffsets.emplace(memberName, params[0]);
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}
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}
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block.size = lastOffset + BufferElement::getGLTypeSize(lastType);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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// Results
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// for (auto [k, v] : block.memberOffsets) {
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// ruc::error("{}:{}", k, v);
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// }
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}
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void ShaderStorageBuffer::create(std::string_view blockName)
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{
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VERIFY(exists(blockName), "shader storage buffer block doesnt exist");
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BufferBlock& block = m_blocks[blockName.data()];
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if (block.id != 0) {
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glDeleteBuffers(1, &block.id);
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}
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// Allocate buffer
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block.id = UINT_MAX;
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glGenBuffers(1, &block.id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, block.id);
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glBufferData(GL_SHADER_STORAGE_BUFFER, block.size, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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// Bind buffer to binding point
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, block.bindingPoint, block.id);
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}
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void ShaderStorageBuffer::setValue(std::string_view blockName, std::string_view member, bool value)
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{
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setValue(blockName, member, static_cast<uint32_t>(value), sizeof(uint32_t));
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}
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void ShaderStorageBuffer::setValue(std::string_view blockName, std::string_view member, glm::mat2 value)
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{
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setValue(blockName, member, static_cast<glm::mat4>(value), sizeof(glm::vec4) * 2);
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}
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void ShaderStorageBuffer::setValue(std::string_view blockName, std::string_view member, glm::mat3 value)
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{
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setValue(blockName, member, static_cast<glm::mat4>(value), sizeof(glm::vec4) * 3);
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}
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} // namespace Inferno
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@@ -0,0 +1,63 @@
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/*
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* Copyright (C) 2024 Riyyi
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*
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* SPDX-License-Identifier: MIT
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*/
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#pragma once
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#include <cstddef> // size_t
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#include <cstdint> // uint8_t, uint32_t
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#include <string_view>
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#include <unordered_map>
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#include "glad/glad.h"
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#include "glm/ext/matrix_float2x2.hpp" // glm::mat2
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#include "glm/ext/matrix_float3x3.hpp" // glm::mat3
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#include "ruc/singleton.h"
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#define CHECK_SET_CALL(blockName, member) \
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VERIFY(exists(blockName), "shader storage buffer block doesnt exist: {}", blockName); \
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const BufferBlock& block = m_blocks[blockName.data()]; \
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VERIFY(block.memberOffsets.find(member.data()) != block.memberOffsets.end(), \
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"shader storage buffer member doesnt exist: {}", member);
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namespace Inferno {
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struct BufferBlock {
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uint32_t id { 0 };
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uint32_t size { 0 };
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uint8_t bindingPoint { 0 };
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std::unordered_map<std::string, uint32_t> memberOffsets {};
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};
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class ShaderStorageBuffer final : public ruc::Singleton<ShaderStorageBuffer> { // Shader Storage Buffer Object, SSBO
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public:
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ShaderStorageBuffer(s);
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virtual ~ShaderStorageBuffer();
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void setLayout(std::string_view blockName, uint8_t bindingPoint, uint32_t shaderID);
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void create(std::string_view blockName);
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bool exists(std::string_view blockName) const { return m_blocks.find(blockName.data()) != m_blocks.end(); }
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template<typename T> // Capture value by reference, instead of decaying to pointer
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void setValue(std::string_view blockName, std::string_view member, T&& value, size_t size = 0)
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{
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CHECK_SET_CALL(blockName, member);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, block.id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, block.memberOffsets.at(member.data()), (size) ? size : sizeof(T), &value);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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// Exceptions:
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void setValue(std::string_view blockName, std::string_view member, bool value);
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void setValue(std::string_view blockName, std::string_view member, glm::mat2 value);
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void setValue(std::string_view blockName, std::string_view member, glm::mat3 value);
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private:
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uint8_t m_maxBindingPoints { 0 };
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std::unordered_map<std::string, BufferBlock> m_blocks;
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};
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} // namespace Inferno
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@@ -0,0 +1,24 @@
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/*
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* Copyright (C) 2024 Riyyi
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*
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* SPDX-License-Identifier: MIT
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*/
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#pragma once
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#include "glm/ext/vector_float3.hpp" // glm::vec3
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namespace Inferno {
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|
||||
// Shader storage block layouts, using std430 memory layout rules
|
||||
|
||||
#define MAX_DIRECTIONAL_LIGHTS 4
|
||||
struct alignas(16) DirectionalLightBlock {
|
||||
alignas(16) glm::vec3 direction { 0 };
|
||||
|
||||
alignas(16) glm::vec3 ambient { 0 };
|
||||
alignas(16) glm::vec3 diffuse { 0 };
|
||||
alignas(16) glm::vec3 specular { 0 };
|
||||
};
|
||||
|
||||
} // namespace Inferno
|
||||
@@ -59,6 +59,7 @@ void Uniformbuffer::setLayout(std::string_view blockName, uint8_t bindingPoint,
|
||||
|
||||
UniformbufferBlock& block = m_blocks[blockName];
|
||||
block.bindingPoint = bindingPoint;
|
||||
block.uniformLocations.clear();
|
||||
|
||||
// Example block layout:
|
||||
// - mat3
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* SPDX-License-Identifier: MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cstddef> // size_t
|
||||
#include <cstdint> // uint8_t, uint32_t
|
||||
#include <string>
|
||||
@@ -13,36 +15,18 @@
|
||||
#include "glad/glad.h"
|
||||
#include "glm/ext/matrix_float2x2.hpp" // glm::mat2
|
||||
#include "glm/ext/matrix_float3x3.hpp" // glm::mat3
|
||||
#include "glm/ext/vector_float3.hpp" // glm::vec3
|
||||
#include "ruc/singleton.h"
|
||||
|
||||
#include "inferno/render/buffer.h"
|
||||
|
||||
#define CHECK_SET_CALL(blockName, member) \
|
||||
VERIFY(exists(blockName), "uniformbuffer block doesnt exist"); \
|
||||
#define CHECK_UNIFORM_SET_CALL(blockName, member) \
|
||||
VERIFY(exists(blockName), "uniformbuffer block doesnt exist: {}", blockName); \
|
||||
const UniformbufferBlock& block = m_blocks[blockName]; \
|
||||
VERIFY(block.uniformLocations.find(member.data()) != block.uniformLocations.end(), \
|
||||
"uniformbuffer block member doesnt exist");
|
||||
"uniformbuffer member doesnt exist: {}", member);
|
||||
|
||||
namespace Inferno {
|
||||
|
||||
// Uniform block layouts, using std140 memory layout rules
|
||||
|
||||
#define MAX_DIRECTIONAL_LIGHTS 32
|
||||
struct UniformDirectionalLight {
|
||||
glm::vec3 direction { 0 };
|
||||
float __padding0 { 0 };
|
||||
|
||||
glm::vec3 ambient { 0 };
|
||||
float __padding1 { 0 };
|
||||
glm::vec3 diffuse { 0 };
|
||||
float __padding2 { 0 };
|
||||
glm::vec3 specular { 0 };
|
||||
float __padding3 { 0 };
|
||||
};
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
struct UniformbufferBlock {
|
||||
uint32_t id { 0 };
|
||||
uint32_t size { 0 };
|
||||
@@ -62,7 +46,7 @@ public:
|
||||
template<typename T> // Capture value by reference, instead of decaying to pointer
|
||||
void setValue(std::string_view blockName, std::string_view member, T&& value, size_t size = 0)
|
||||
{
|
||||
CHECK_SET_CALL(blockName, member);
|
||||
CHECK_UNIFORM_SET_CALL(blockName, member);
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, block.id);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, block.uniformLocations.at(member.data()), (size) ? size : sizeof(T), &value);
|
||||
|
||||
@@ -16,6 +16,8 @@
|
||||
#include "inferno/render/framebuffer.h"
|
||||
#include "inferno/render/render-command.h"
|
||||
#include "inferno/render/renderer.h"
|
||||
#include "inferno/render/shader-storage-buffer.h"
|
||||
#include "inferno/render/shader-structs.h"
|
||||
#include "inferno/render/uniformbuffer.h"
|
||||
#include "inferno/system/camerasystem.h"
|
||||
#include "inferno/system/rendersystem.h"
|
||||
@@ -57,16 +59,8 @@ void RenderSystem::initialize(uint32_t width, uint32_t height)
|
||||
});
|
||||
Uniformbuffer::the().create("Camera");
|
||||
|
||||
Uniformbuffer::the().setLayout(
|
||||
"DirectionalLights",
|
||||
{
|
||||
.size = sizeof(UniformDirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
|
||||
.bindingPoint = 1,
|
||||
.uniformLocations = {
|
||||
{ "u_directionalLight", 0 },
|
||||
},
|
||||
});
|
||||
Uniformbuffer::the().create("DirectionalLights");
|
||||
ShaderStorageBuffer::the().setLayout("DirectionalLights", 0, RendererPostProcess::the().shaderID());
|
||||
ShaderStorageBuffer::the().create("DirectionalLights");
|
||||
|
||||
ruc::info("RenderSystem initialized");
|
||||
}
|
||||
@@ -137,15 +131,21 @@ void RenderSystem::renderGeometry()
|
||||
Uniformbuffer::the().setValue("Camera", "u_projectionView", projection * view);
|
||||
Uniformbuffer::the().setValue("Camera", "u_position", translate);
|
||||
|
||||
static UniformDirectionalLight directionalLights[1] = {
|
||||
static DirectionalLightBlock directionalLights[2] = {
|
||||
{
|
||||
.direction = { -8.0f, -8.0f, -8.0f },
|
||||
.ambient = { 0.1f, 0.1f, 0.1f },
|
||||
.diffuse = { 1.0f, 1.0f, 1.0f },
|
||||
.specular = { 1.0f, 1.0f, 1.0f },
|
||||
},
|
||||
{
|
||||
.direction = { 8.0f, 8.0f, 8.0f },
|
||||
.ambient = { 0.1f, 0.1f, 0.1f },
|
||||
.diffuse = { 1.0f, 1.0f, 1.0f },
|
||||
.specular = { 1.0f, 0.0f, 0.0f },
|
||||
},
|
||||
};
|
||||
Uniformbuffer::the().setValue("DirectionalLights", "u_directionalLight", directionalLights);
|
||||
ShaderStorageBuffer::the().setValue("DirectionalLights", "u_directionalLight", directionalLights);
|
||||
|
||||
auto modelView = m_registry->view<TransformComponent, ModelComponent>();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user