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Implement an Sample-Distribution Shadow Mapping filter #2578
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b1a96c6
Implement an SDSM filter
b760a55
Use a matrix4 arrayparameter for the LightViewProjectionMatrices
6c099e6
Use regular renderer to bind texture image to SDSM shader
e5966f2
Add a GLFence wrapper object
ca8daa8
Load compute shaders the easy way
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161 changes: 161 additions & 0 deletions
161
jme3-core/src/main/java/com/jme3/renderer/opengl/ComputeShader.java
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,161 @@ | ||
| /* | ||
| * Copyright (c) 2009-2026 jMonkeyEngine | ||
| * All rights reserved. | ||
| * | ||
| * Redistribution and use in source and binary forms, with or without | ||
| * modification, are permitted provided that the following conditions are | ||
| * met: | ||
| * | ||
| * * Redistributions of source code must retain the above copyright | ||
| * notice, this list of conditions and the following disclaimer. | ||
| * | ||
| * * Redistributions in binary form must reproduce the above copyright | ||
| * notice, this list of conditions and the following disclaimer in the | ||
| * documentation and/or other materials provided with the distribution. | ||
| * | ||
| * * Neither the name of 'jMonkeyEngine' nor the names of its contributors | ||
| * may be used to endorse or promote products derived from this software | ||
| * without specific prior written permission. | ||
| * | ||
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED | ||
| * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | ||
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | ||
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | ||
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | ||
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||
| * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
| * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
| * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
| */ | ||
| package com.jme3.renderer.opengl; | ||
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|
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| import com.jme3.math.Matrix4f; | ||
| import com.jme3.math.Vector2f; | ||
| import com.jme3.math.Vector3f; | ||
| import com.jme3.math.Vector4f; | ||
| import com.jme3.renderer.RendererException; | ||
| import com.jme3.util.BufferUtils; | ||
|
|
||
| import java.nio.FloatBuffer; | ||
| import java.nio.IntBuffer; | ||
|
|
||
| /** | ||
| * A compute shader for general-purpose GPU computing (GPGPU). | ||
| * <p> | ||
| * Compute shaders require OpenGL 4.3 or higher. | ||
| */ | ||
| public class ComputeShader { | ||
|
|
||
| private final GL4 gl; | ||
| private final int programId; | ||
| /** | ||
| * Creates a new compute shader from GLSL source code. | ||
| */ | ||
| public ComputeShader(GL4 gl, String source) { | ||
| this.gl = gl; | ||
|
|
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| // Create and compile the shader | ||
| int shaderId = gl.glCreateShader(GL4.GL_COMPUTE_SHADER); | ||
| if (shaderId <= 0) { | ||
| throw new RendererException("Failed to create compute shader"); | ||
| } | ||
|
|
||
| IntBuffer intBuf = BufferUtils.createIntBuffer(1); | ||
| intBuf.clear(); | ||
| intBuf.put(0, source.length()); | ||
| gl.glShaderSource(shaderId, new String[]{source}, intBuf); | ||
| gl.glCompileShader(shaderId); | ||
|
|
||
| // Check compilation status | ||
| gl.glGetShader(shaderId, GL.GL_COMPILE_STATUS, intBuf); | ||
| if (intBuf.get(0) != GL.GL_TRUE) { | ||
| gl.glGetShader(shaderId, GL.GL_INFO_LOG_LENGTH, intBuf); | ||
| String infoLog = gl.glGetShaderInfoLog(shaderId, intBuf.get(0)); | ||
| gl.glDeleteShader(shaderId); | ||
| throw new RendererException("Compute shader compilation failed: " + infoLog); | ||
| } | ||
|
|
||
| // Create program and link | ||
| programId = gl.glCreateProgram(); | ||
| if (programId <= 0) { | ||
| gl.glDeleteShader(shaderId); | ||
| throw new RendererException("Failed to create shader program"); | ||
| } | ||
|
|
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| gl.glAttachShader(programId, shaderId); | ||
| gl.glLinkProgram(programId); | ||
|
|
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| // Check link status | ||
| gl.glGetProgram(programId, GL.GL_LINK_STATUS, intBuf); | ||
| if (intBuf.get(0) != GL.GL_TRUE) { | ||
| gl.glGetProgram(programId, GL.GL_INFO_LOG_LENGTH, intBuf); | ||
| String infoLog = gl.glGetProgramInfoLog(programId, intBuf.get(0)); | ||
| gl.glDeleteShader(shaderId); | ||
| gl.glDeleteProgram(programId); | ||
| throw new RendererException("Compute shader program linking failed: " + infoLog); | ||
| } | ||
|
|
||
| // Shader object can be deleted after linking | ||
| gl.glDeleteShader(shaderId); | ||
| } | ||
|
|
||
| /** | ||
| * Activates this compute shader for use. | ||
| * Must be called before setting uniforms or dispatching. | ||
| */ | ||
| public void makeActive() { | ||
| gl.glUseProgram(programId); | ||
| } | ||
|
|
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| /** | ||
| * Dispatches the compute shader with the specified number of work groups. | ||
| */ | ||
| public void dispatch(int numGroupsX, int numGroupsY, int numGroupsZ) { | ||
| gl.glDispatchCompute(numGroupsX, numGroupsY, numGroupsZ); | ||
| } | ||
|
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| public void setUniform(int location, int value) { | ||
| gl.glUniform1i(location, value); | ||
| } | ||
|
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| public void setUniform(int location, float value) { | ||
| gl.glUniform1f(location, value); | ||
| } | ||
|
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| public void setUniform(int location, Vector2f value) { | ||
| gl.glUniform2f(location, value.x, value.y); | ||
| } | ||
|
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| public void setUniform(int location, Vector3f value) { | ||
| gl.glUniform3f(location, value.x, value.y, value.z); | ||
| } | ||
|
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| public void setUniform(int location, Vector4f value) { | ||
| gl.glUniform4f(location, value.x, value.y, value.z, value.w); | ||
| } | ||
|
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| public void setUniform(int location, Matrix4f value) { | ||
| FloatBuffer floatBuf16 = BufferUtils.createFloatBuffer(16); | ||
| value.fillFloatBuffer(floatBuf16, true); | ||
| floatBuf16.clear(); | ||
| gl.glUniformMatrix4(location, false, floatBuf16); | ||
| } | ||
|
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| public int getUniformLocation(String name) { | ||
| return gl.glGetUniformLocation(programId, name); | ||
| } | ||
|
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| public void bindShaderStorageBuffer(int location, ShaderStorageBufferObject ssbo) { | ||
| gl.glBindBufferBase(GL4.GL_SHADER_STORAGE_BUFFER, location, ssbo.getBufferId()); | ||
| } | ||
|
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| /** | ||
| * Deletes this compute shader and releases GPU resources. | ||
| * The shader should not be used after calling this method. | ||
| */ | ||
| public void delete() { | ||
| gl.glDeleteProgram(programId); | ||
| } | ||
| } | ||
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I suggest making use of the NativeObjectManager to ensure the shader is properly deleted.
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There's a minor problem with using NativeObjectManager; the renderer doesn't expose its instance. It could be made to expose that (or a way to add NativeObjects to its own?).
I could also create a NativeObjectManager for the filter itself, but it would also need to be polled for dead objects every frame. Not sure what the best way to do it would be.