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Implement an Sample-Distribution Shadow Mapping filter #2578
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,184 @@ | ||
| /* | ||
| * 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; | ||
|
|
||
| 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.texture.Texture; | ||
| 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; | ||
|
|
||
| // Create and compile the shader | ||
| int shaderId = gl.glCreateShader(GL4.GL_COMPUTE_SHADER); | ||
| if (shaderId <= 0) { | ||
| throw new RendererException("Failed to create compute shader"); | ||
| } | ||
|
|
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| IntBuffer intBuf = BufferUtils.createIntBuffer(1); | ||
| intBuf.clear(); | ||
| intBuf.put(0, source.length()); | ||
| gl.glShaderSource(shaderId, new String[]{source}, intBuf); | ||
| gl.glCompileShader(shaderId); | ||
|
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||
| // 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); | ||
| } | ||
|
|
||
| /** | ||
| * 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 bindTexture(int bindingPoint, Texture texture) { | ||
| gl.glActiveTexture(GL.GL_TEXTURE0 + bindingPoint); | ||
| int textureId = texture.getImage().getId(); | ||
| int target = convertTextureType(texture); | ||
| gl.glBindTexture(target, textureId); | ||
| } | ||
|
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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); | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I suggest making use of the NativeObjectManager to ensure the shader is properly deleted.
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 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?). |
||
| } | ||
|
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| private int convertTextureType(Texture texture) { | ||
| switch (texture.getType()) { | ||
| case TwoDimensional: | ||
| return GL.GL_TEXTURE_2D; | ||
| case ThreeDimensional: | ||
| return GL2.GL_TEXTURE_3D; | ||
| case CubeMap: | ||
| return GL.GL_TEXTURE_CUBE_MAP; | ||
| case TwoDimensionalArray: | ||
| return GLExt.GL_TEXTURE_2D_ARRAY_EXT; | ||
| default: | ||
| throw new UnsupportedOperationException("Unsupported texture type: " + texture.getType()); | ||
| } | ||
| } | ||
| } | ||
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@@ -138,6 +138,7 @@ public void setGenerateMipmapsForFrameBuffer(boolean v) { | |
| generateMipmapsForFramebuffers = v; | ||
| } | ||
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| public void setDebugEnabled(boolean v) { | ||
| debug = v; | ||
| } | ||
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@@ -3605,4 +3606,9 @@ public boolean isMainFrameBufferSrgb() { | |
| return gl.glIsEnabled(GLExt.GL_FRAMEBUFFER_SRGB_EXT); | ||
| } | ||
| } | ||
|
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| //TODO: How should the GL4 specific functionalities here be exposed? Via the renderer? | ||
| public GL4 getGl4(){ | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Currently there is no good way to expose |
||
| return gl4; | ||
| } | ||
| } | ||
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This will mess up GLRenderer's internal notion of which textures are currently bound. You may want to add a method to Renderer to bind a texture at a point.
There was a problem hiding this comment.
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Turned out I can use the regular Renderer method here.