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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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+ |
|
5 | 18 |
[`glquad`]: https://git.rcrnstn.net/rcrnstn/glquad |
6 | 19 |
[GLSL]: https://en.wikipedia.org/wiki/OpenGL_Shading_Language |
7 | 20 |
[OpenGL]: https://en.wikipedia.org/wiki/OpenGL |
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[\>=3.2]: https://en.wikipedia.org/wiki/OpenGL#Version_history |
9 | 22 |
[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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|
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## Build system |
12 | 124 |
|
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@@ -8,6 +8,94 @@ A [GLSL][]/[OpenGL][] [\>=3.2][] [quad][] library. |
8 | 8 |
[\>=3.2]: https://en.wikipedia.org/wiki/OpenGL#Version_history |
9 | 9 |
[quad]: https://en.wikipedia.org/wiki/Quadrilateral |
10 | 10 |
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+## Build system |
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+ |
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+This project has support for [CMake][], and uses [`cmake-cxx`][]. |
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+ |
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+There are several ways to use this project in another CMake-based project: |
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+ |
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+- Use [`FetchContent`][] to download it and import the targets automatically |
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+ as part of the configure step: |
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+ |
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+ ```cmake |
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+ include(FetchContent) |
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+ FetchContent_Declare(project-name |
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+ GIT_REPOSITORY https://example.com/user/project-name |
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+ ) |
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+ FetchContent_MakeAvailable( |
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+ project-name |
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+ ) |
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+ ``` |
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+ |
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+- Bundle it and import the targets with [`add_subdirectory`][]. |
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+ |
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+- Use [`find_package`][] (requires that the project is [packaged](#packaging) |
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+ or [installed](#installing)). |
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+ |
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+As usual, use [`add_dependencies`][]/[`target_link_libraries`][] to declare the |
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+dependency. |
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+ |
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+[CMake]: https://cmake.org |
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+[`cmake-cxx`]: https://git.rcrnstn.net/rcrnstn/cmake-cxx |
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+[`FetchContent`]: https://cmake.org/cmake/help/v3.14/module/FetchContent.html |
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+[`add_subdirectory`]: https://cmake.org/cmake/help/v3.14/command/add_subdirectory.html |
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+[`find_package`]: https://cmake.org/cmake/help/v3.14/command/find_package.html |
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+[`add_dependencies`]: https://cmake.org/cmake/help/v3.14/command/add_dependencies.html |
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+[`target_link_libraries`]: https://cmake.org/cmake/help/v3.14/command/target_link_libraries.html |
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+ |
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+### Configure and generate |
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+ |
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+To configure and generate a build tree, use `cmake`: |
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+ |
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+```sh |
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+cmake -B build |
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+``` |
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+ |
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+To set the [`CMAKE_BUILD_TYPE`][], pass e.g. `-DCMAKE_BUILD_TYPE=Release`. |
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+ |
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+[`cmake`]: https://cmake.org/cmake/help/v3.14/manual/cmake.1.html#generate-a-project-buildsystem |
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+[`CMAKE_BUILD_TYPE`]: https://cmake.org/cmake/help/v3.14/variable/CMAKE_BUILD_TYPE.html |
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+ |
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+### Build |
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+ |
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+To build, use [`cmake --build`][]: |
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+ |
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+```sh |
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+cmake --build build |
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+``` |
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+ |
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+[`cmake --build`]: https://cmake.org/cmake/help/v3.14/manual/cmake.1.html#build-a-project |
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+ |
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+### Test |
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+ |
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+To run tests, use [`ctest`][]: |
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+ |
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+```sh |
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+(cd build && ctest --output-on-failure) |
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+``` |
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+ |
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+[`ctest`]: https://cmake.org/cmake/help/v3.14/manual/ctest.1.html |
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+ |
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+### Package |
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+ |
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+To package, use [`cpack`][]: |
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+ |
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+```sh |
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+(cd build && cpack) |
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+``` |
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+ |
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+[`cpack`]: https://cmake.org/cmake/help/v3.14/manual/cpack.1.html |
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+ |
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+### Install |
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+ |
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+To install onto the current system, use [`cmake --install`][]: |
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+ |
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+```sh |
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+cmake --install build |
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+``` |
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+ |
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+[`cmake --install`]: https://cmake.org/cmake/help/v3.14/manual/cmake.1.html#install-a-project |
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+ |
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## License |
12 | 100 |
|
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Licensed under the [ISC License][] unless otherwise noted, see the |
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@@ -7,3 +7,10 @@ A [GLSL][]/[OpenGL][] [\>=3.2][] [quad][] library. |
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[OpenGL]: https://en.wikipedia.org/wiki/OpenGL |
8 | 8 |
[\>=3.2]: https://en.wikipedia.org/wiki/OpenGL#Version_history |
9 | 9 |
[quad]: https://en.wikipedia.org/wiki/Quadrilateral |
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+ |
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+## License |
|
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+ |
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+Licensed under the [ISC License][] unless otherwise noted, see the |
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+[`LICENSE`](LICENSE) file. |
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+ |
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+[ISC License]: https://choosealicense.com/licenses/isc/ |
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new file mode 100644 |
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+# [`glquad`][] |
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+ |
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+A [GLSL][]/[OpenGL][] [\>=3.2][] [quad][] library. |
|
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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 |