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A [GLSL][]/[OpenGL][] [\>=3.2][] [quad][] library. |
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+The main functionality is [generation][] of (2D or 3D) quads with the provided |
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+[vertex shader][] and [geometry shader][], expected to be used with a custom |
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+[fragment shader][]. |
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+ |
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+Mostly as a convenience, [fragment shader][]s are provided for [drawing][] (2D |
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+or 3D) textures. |
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+ |
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+Other libraries, interoperating well with this one, that may be of interest: |
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+ |
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+- [`glshader`][], easing the use of [shader][]s. |
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+- [`glframebuffer`][], easing the use of [framebuffer object][]s. |
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+- [`glconventions`][], documenting the conventions used. |
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+ |
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[`glquad`]: https://git.rcrnstn.net/rcrnstn/glquad |
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[GLSL]: https://en.wikipedia.org/wiki/OpenGL_Shading_Language |
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[OpenGL]: https://en.wikipedia.org/wiki/OpenGL |
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[\>=3.2]: https://en.wikipedia.org/wiki/OpenGL#Version_history |
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[quad]: https://en.wikipedia.org/wiki/Quadrilateral |
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+[generation]: #generation |
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+[vertex shader]: https://www.khronos.org/opengl/wiki/Vertex_Shader |
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+[geometry shader]: https://www.khronos.org/opengl/wiki/Geometry_Shader |
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+[fragment shader]: https://www.khronos.org/opengl/wiki/Fragment_Shader |
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+[drawing]: #drawing |
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+[`glshader`]: https://git.rcrnstn.net/rcrnstn/glshader |
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+[shader]: https://www.khronos.org/opengl/wiki/Shader |
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+[`glframebuffer`]: https://git.rcrnstn.net/rcrnstn/glframebuffer |
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+[framebuffer object]: https://www.khronos.org/opengl/wiki/Framebuffer_Object |
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+[`glconventions`]: https://git.rcrnstn.net/rcrnstn/glconventions |
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+ |
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+## Requirements |
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+ |
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+[Geometry shader][]s require OpenGL [\>=3.2][] or the |
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+[`ARB_geometry_shader4`][] extension. |
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+ |
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+[`ARB_geometry_shader4`]: https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_geometry_shader4.txt |
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+ |
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+## Usage |
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+ |
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+Link the shader program with: |
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+ |
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+- `quad.vert` |
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+- `quad.geom` |
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+ |
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+The following uniforms need to be set: |
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+ |
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+- `int instance_count` |
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+ |
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+The following outputs are written by the [geometry shader][]: |
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+ |
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+- `vec3 position`, in the range `-1` to `+1` |
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+- `vec2 tex_coord`, in the range `0` to `1` |
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+ |
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+When issuing the draw call, use the following for 2D: |
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+ |
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+``` |
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+glDrawArrays(GL_POINTS, 0, 1); |
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+``` |
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+ |
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+and the following for 3D: |
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+ |
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+``` |
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+glDrawArraysInstanced(GL_POINTS, 0, 1 instance_count); |
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+``` |
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+ |
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+Here, `instance_count` is the number of [layer][]s in the [framebuffer][]; `1` |
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+for 2D, texture depth for 3D. |
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+ |
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+[layer]: https://www.khronos.org/opengl/wiki/Geometry_Shader#Layered_rendering |
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+[framebuffer]: https://www.khronos.org/opengl/wiki/Framebuffer |
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+ |
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+### Generation |
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+ |
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+Vertices are generated entirely within a [geometry shader][], so no vertex |
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+state (except for the obligatory [vertex array object][] for OpenGL [\>=3.3][]) |
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+has to be set up on the CPU (no data is even read by the [vertex shader][]), |
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+potentially making operation transparent to other code, which can leave their |
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+state bound. |
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+ |
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+[Instanced rendering][], with each instance rendering to a separate [layer][], |
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+is used since it enables a large, dynamic, number of layers. [Geometry shader |
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+instancing][] is more self-contained and requires less work by the CPU (simply |
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+`glDrawArrays`), but is limited to a fixed, small, number of layers, and |
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+requires OpenGL [\>=4.0][] or the [`ARB_gpu_shader5`][] extension. |
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+ |
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+[vertex array object]: https://www.khronos.org/opengl/wiki/Vertex_Specification#Vertex_Array_Object |
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+[\>=3.3]: https://en.wikipedia.org/wiki/OpenGL#Version_history |
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+[instanced rendering]: https://www.khronos.org/opengl/wiki/Vertex_Rendering#Instancing |
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+[geometry shader instancing]: https://www.khronos.org/opengl/wiki/Geometry_Shader#Instancing |
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+[\>=4.0]: https://en.wikipedia.org/wiki/OpenGL#Version_history |
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+[`ARB_gpu_shader5`]: https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_gpu_shader5.txt |
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+ |
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+### Drawing |
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+ |
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+The following outputs are written by these fragment shaders: |
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+ |
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+- ` vec4 frag_color` |
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+ |
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+#### 2D |
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+ |
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+Link the shader program with: |
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+ |
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+- `quad2d.frag` |
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+ |
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+The following uniforms need to be set: |
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+ |
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+- `sampler2D texture0` |
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+ |
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+#### 3D |
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+ |
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+Link the shader program with: |
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+ |
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+- `quad3d.frag` |
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+ |
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+The following uniforms need to be set: |
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+ |
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+- `sampler3D texture0` |
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+- `float tex_coord_z`, `z` coordinate with which to sample `texture0` |
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## Build system |
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new file mode 100644 |
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+#version 150 |
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+ |
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+ |
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+uniform int instance_count; |
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+ |
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+ |
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+layout(points) in; |
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+layout(triangle_strip, max_vertices = 4) out; |
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+ |
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+ |
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+in int instance_id[]; |
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+ |
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+ |
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+out vec3 position; |
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+out vec2 tex_coord; |
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+ |
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+ |
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+void quad_vertex_(vec3 pos, int layer) |
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+{
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+ position = pos; |
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+ tex_coord = pos.xy * 0.5 + 0.5; |
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+ gl_Position = vec4(pos, 1); |
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+ gl_Layer = layer; |
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+ gl_PrimitiveID = gl_PrimitiveIDIn; |
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+ EmitVertex(); |
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+} |
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+ |
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+ |
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+void main() |
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+{
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+ float z = (instance_id[0] + 0.5) / instance_count * 2 - 1; |
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+ quad_vertex_(vec3(-1, -1, z), instance_id[0]); |
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+ quad_vertex_(vec3(-1, +1, z), instance_id[0]); |
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+ quad_vertex_(vec3(+1, -1, z), instance_id[0]); |
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+ quad_vertex_(vec3(+1, +1, z), instance_id[0]); |
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+ EndPrimitive(); |
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+} |
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new file mode 100644 |
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+#version 150 |
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+ |
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+ |
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+uniform sampler3D texture0; |
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+uniform float tex_coord_z; |
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+ |
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+ |
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+in vec2 tex_coord; |
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+ |
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+ |
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+out vec4 frag_color; |
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+ |
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+ |
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+void main() |
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+{
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+ frag_color = texture(texture0, vec3(tex_coord.xy, tex_coord_z)); |
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+} |