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compute_shader_ssbo.py
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compute_shader_ssbo.py
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'''
Example of using shader storage buffer in compute shader.
We read from a buffer and write the result to another buffer.
Every frame we swap the buffers around transforming positions
of balls.
Buffer.bind_to_storage_buffer is used to bind a buffer as storage buffer
to a specific binding point specified in the compute program.
In addition we render the balls using a geometry shader to easily
batch draw them all in one render call.
author: minu jeong
modified by: einarf
'''
import math
import random
import numpy as np
from _example import Example
items_vertex_shader_code = """
#version 430
in vec4 in_vert;
in vec4 in_col;
out vec4 v_color;
void main()
{
gl_Position = in_vert; // x, y, 0, radius
v_color = in_col;
}
"""
# Geometry shader turning the points into triangle strips.
# This can also be done with point sprites.
items_geo_shader = """
#version 330
layout(points) in;
layout(triangle_strip, max_vertices=4) out;
in vec4 v_color[];
out vec2 uv;
out vec4 color;
void main() {
float radius = gl_in[0].gl_Position.w;
vec2 pos = gl_in[0].gl_Position.xy;
// Emit the triangle strip creating a "quad"
// Lower left
gl_Position = vec4(pos + vec2(-radius, -radius), 0, 1);
color = v_color[0];
uv = vec2(0, 0);
EmitVertex();
// upper left
gl_Position = vec4(pos + vec2(-radius, radius), 0, 1);
color = v_color[0];
uv = vec2(0, 1);
EmitVertex();
// lower right
gl_Position = vec4(pos + vec2(radius, -radius), 0, 1);
color = v_color[0];
uv = vec2(1, 0);
EmitVertex();
// upper right
gl_Position = vec4(pos + vec2(radius, radius), 0, 1);
color = v_color[0];
uv = vec2(1, 1);
EmitVertex();
EndPrimitive();
}
"""
items_fragment_shader_code = """
#version 430
in vec2 uv;
in vec4 color;
out vec4 out_color;
void main()
{
// Calculate the length from the center of the "quad"
// using texture coordinates discarding fragments
// further away than 0.5 creating a circle.
if (length(vec2(0.5, 0.5) - uv.xy) > 0.5)
{
discard;
}
out_color = color;
}
"""
# calc position with compute shader
compute_worker_shader_code = """
#version 430
#define GROUP_SIZE %COMPUTE_SIZE%
layout(local_size_x=GROUP_SIZE) in;
// All values are vec4s because of block alignment rules (keep it simple).
// We could also declare all values as floats to make it tightly packed.
// See : https://www.khronos.org/opengl/wiki/Interface_Block_(GLSL)#Memory_layout
struct Ball
{
vec4 pos; // x, y, 0, radius
vec4 vel; // x, y (velocity)
vec4 col; // r, g, b (color)
};
layout(std430, binding=0) buffer balls_in
{
Ball balls[];
} In;
layout(std430, binding=1) buffer balls_out
{
Ball balls[];
} Out;
void main()
{
int x = int(gl_GlobalInvocationID);
Ball in_ball = In.balls[x];
vec4 p = in_ball.pos.xyzw;
vec4 v = in_ball.vel.xyzw;
p.xy += v.xy;
float rad = p.w * 0.5;
if (p.x - rad <= -1.0)
{
p.x = -1.0 + rad;
v.x *= -0.98;
}
else if (p.x + rad >= 1.0)
{
p.x = 1.0 - rad;
v.x *= -0.98;
}
if (p.y - rad <= -1.0)
{
p.y = -1.0 + rad;
v.y *= -0.98;
}
else if (p.y + rad >= 1.0)
{
p.y = 1.0 - rad;
v.y *= -0.98;
}
v.y += -0.001;
Ball out_ball;
out_ball.pos.xyzw = p.xyzw;
out_ball.vel.xyzw = v.xyzw;
vec4 c = in_ball.col.xyzw;
out_ball.col.xyzw = c.xyzw;
Out.balls[x] = out_ball;
}
"""
class ComputeShaderSSBO(Example):
title = "Compute Shader SSBO"
gl_version = 4, 3 # Required opengl version
window_size = 600, 600 # Initial window size
aspect_ratio = 1.0 # Force viewport aspect ratio (regardless of window size)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.COUNT = 256 # number of balls
self.STRUCT_SIZE = 12 # number of floats per item/ball
# Program for drawing the balls / items
self.program = self.ctx.program(
vertex_shader=items_vertex_shader_code,
geometry_shader=items_geo_shader,
fragment_shader=items_fragment_shader_code
)
# Load compute shader
compute_shader_code_parsed = compute_worker_shader_code.replace("%COMPUTE_SIZE%", str(self.COUNT))
self.compute_shader = self.ctx.compute_shader(compute_shader_code_parsed)
# Create the two buffers the compute shader will write and read from
compute_data = np.fromiter(self.gen_initial_data(), dtype="f4")
self.compute_buffer_a = self.ctx.buffer(compute_data)
self.compute_buffer_b = self.ctx.buffer(compute_data)
# Prepare vertex arrays to drawing balls using the compute shader buffers are input
# We use 4x4 (padding format) to skip the velocity data (not needed for drawing the balls)
self.balls_a = self.ctx.vertex_array(
self.program, [self.compute_buffer_a.bind('in_vert', 'in_col', layout='4f 4x4 4f')],
)
self.balls_b = self.ctx.vertex_array(
self.program, [self.compute_buffer_b.bind('in_vert', 'in_col', layout='4f 4x4 4f')],
)
def gen_initial_data(self):
"""Generator function creating the initial buffer data"""
for i in range(self.COUNT):
_angle = (i / self.COUNT) * math.pi * 2.0
_dist = 0.125
radius = random.random() * 0.01 + 0.01
# position and radius (vec4)
yield math.cos(_angle) * _dist
yield math.sin(_angle) * _dist
yield 0.0
yield radius
# velocity (vec4)
_v = random.random() * 0.005 + 0.01
yield math.cos(_angle) * _v
yield math.sin(_angle) * _v
yield 0.0
yield 0.0
# color (vec4)
yield 1.0 * random.random()
yield 1.0 * random.random()
yield 1.0 * random.random()
yield 1.0
def render(self, time, frame_time):
# Calculate the next position of the balls with compute shader
self.compute_buffer_a.bind_to_storage_buffer(0)
self.compute_buffer_b.bind_to_storage_buffer(1)
self.compute_shader.run(group_x=self.STRUCT_SIZE)
# Batch draw the balls
self.balls_b.render(mode=self.ctx.POINTS)
# Swap the buffers and vertex arrays around for next frame
self.compute_buffer_a, self.compute_buffer_b = self.compute_buffer_b, self.compute_buffer_a
self.balls_a, self.balls_b = self.balls_b, self.balls_a
if __name__ == "__main__":
ComputeShaderSSBO.run()