From Marcus Hein, Added support for OpenGL SSBO and SSBB via osg::ShaderStorageBufferObject and osg::ShaderStorageBufferBinding to core OSG library, and added new osgSSBO example

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14599 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield 2014-12-10 12:23:04 +00:00
parent 92e2d849ed
commit 1b6e50a2dd
8 changed files with 1040 additions and 0 deletions

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@ -97,6 +97,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgpresentation)
ADD_SUBDIRECTORY(osgreflect)
ADD_SUBDIRECTORY(osgrobot)
ADD_SUBDIRECTORY(osgSSBO)
ADD_SUBDIRECTORY(osgscalarbar)
ADD_SUBDIRECTORY(osgscribe)
ADD_SUBDIRECTORY(osgsequence)

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@ -0,0 +1,4 @@
SET(TARGET_SRC osgSSBO.cpp )
SETUP_EXAMPLE(osgSSBO)

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@ -0,0 +1,945 @@
//info : osgSSBO example,testing ShaderStorageBufferObjects ,Markus Hein, 2014, osg-3.2.1
//required hardware and driver must support GL >= GL 4.3 or GL ES 3.1 (GL ES not tested, would be nice if someone will test it on a small device)
//testing osg support for Shader Storage Buffer Objects
//version: "first take" from last night session..
#include <osg/StateAttributeCallback>
#include <osg/Texture2D>
#include <osg/Geometry>
#include <osg/Geode>
#include <osgDB/ReadFile>
#include <osgGA/StateSetManipulator>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osg/Node>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
#include <osg/Stencil>
#include <osg/Depth>
#include <osg/Billboard>
#include <osg/Material>
#include <osg/AnimationPath>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgUtil/SmoothingVisitor>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgViewer/Renderer>
#include <osg/Array>
#include <osg/BoundingSphere>
#include <osg/BufferIndexBinding>
#include <osg/BufferObject>
#include <osg/Group>
#include <osg/Math>
#include <osg/MatrixTransform>
#include <osg/Program>
#include <osg/Shader>
#include <osg/Drawable>
#include <osg/CopyOp>
#include <osg/State>
#include <osg/Matrix>
#include <osg/ShapeDrawable>
#include <osg/GL>
#include <osg/StateSet>
#include <osg/Texture2D>
#include <osg/BlendFunc>
#include <osg/TexEnv>
#include <osg/Material>
#include <osg/PointSprite>
#include <osg/Program>
#include <osg/Notify>
#include <osg/Point>
#include <osg/io_utils>
#include <osg/VertexProgram>
#include <osgText/Font>
#include <osgText/Text>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/FileNameUtils>
#include <osgUtil/Optimizer>
#include <iostream>
#include <typeinfo>
using namespace osg;
//todo .. #define COMPUTATION_IN_SEPARATE_THREAD
#define WORK_GROUP_SIZE 16
#define PRERENDER_ANTIALIASINGMULTISAMPLES 16
#define PRERENDER_HIGH_QUALITY_ANTIALIASING
#define PRERENDER_WIDTH 1920
#define PRERENDER_HEIGHT 1080
#define SUB_PLACEMENT_OFFSET_HORIZONTAL 0.5
#define SUB_PLACEMENT_OFFSET_VERTICAL 0.5
enum BufferOffset
{
POSITION_NOW_OFFSET,
POSITION_OLD_OFFSET,
POSITION_INIT_OFFSET,
VELOCITY_NOW_OFFSET,
VELOCITY_OLD_OFFSET,
VELOCITY_INIT_OFFSET,
ACCELERATION_OFFSET,
PROPERTIES_OFFSET,
OFFSET_END
};
const int __numDataValuesPerChannel = OFFSET_END;
const int __numChannels = 4;
const float __particleRenderScaleMultiplier = 0.3;
//512x512x4x7 = 7.340.032 floats in SSBO on GPU
const int NUM_ELEMENTS_X = 512;
const int NUM_ELEMENTS_Y = 512;
float random(float min, float max) { return min + (max - min)*(float)rand() / (float)RAND_MAX; }
enum Channel
{
RED_CHANNEL,
GREEN_CHANNEL,
BLUE_CHANNEL,
ALPHA_CHANNEL,
RGB_CHANNEL,
RGBA_CHANNEL
};
class ShaderStorageBufferCallback : public osg::StateAttributeCallback
{
public:
void operator() (osg::StateAttribute* attr, osg::NodeVisitor* nv)
{
//if you need to process the data in your app-code , better leaving it on GPU and processing there, uploading per frame will make it slow
#if 0
osg::ShaderStorageBufferBinding* ssbb = static_cast<osg::ShaderStorageBufferBinding*>(attr);
osg::ShaderStorageBufferObject* ssbo
= static_cast<osg::ShaderStorageBufferObject*>(ssbb->getBufferObject());
osg::FloatArray* array = static_cast<osg::FloatArray*>(ssbo->getBufferData(0));
float someValue = array->at(0);
//std::cout << "someValue now: " << someValue << std::endl;
//data transfer performance test
// array->dirty();
#endif
}
};
//do not forget to set OSG_FILE_PATH to default OSG-Data and make sure the new shaders are copied there under"shaders"
class ComputeNode : public osg::PositionAttitudeTransform
{
public:
osg::ref_ptr<osg::Program> _computeProgram;
osg::ref_ptr<osg::Shader> _computeShader; //compute and write position data in SSBO
osg::ref_ptr<osg::Shader> _vertexShader; //reading position data from SSBO (OBS!: make sure glMemoryBuffer() is syncing this)
osg::ref_ptr<osg::Shader> _geometryShader; //building a quad looking to the camera
osg::ref_ptr<osg::Shader> _fragmentShader; //use false-colors etc. for making your data visible
osg::ref_ptr<osg::Node> _helperNode; // coordinate system node
ref_ptr<osg::ShaderStorageBufferObject> _ssbo;
ref_ptr<osg::ShaderStorageBufferBinding> _ssbb;
GLfloat* _data; // some data we upload to GPU, initialised with random values
osg::ref_ptr<FloatArray> _dataArray; //
osg::ref_ptr<osg::Group> _computationResultsRenderGroup;
osg::ref_ptr<osg::Program> _computationResultsRenderProgram;
osg::ref_ptr<osg::StateSet> _computationResultsRenderStateSet;
std::string _computeShaderSourcePath;
std::string _vertexShaderSourcePath;
std::string _geometryShaderSourcePath;
std::string _fragmentShaderSourcePath;
void addHelperGeometry();
void addDataMonitor(osg::Vec3 placement, osg::Vec3 relativePlacement, float scale, Channel channel, BufferOffset shaderBufferOffset, std::string labelcaption, float minDataRange, float maxDataRange);
void addComputationResultsRenderTree();
void initComputingSetup();
ComputeNode()
{
const char* envOsgFilePath = getenv("OSG_FILE_PATH");
std::stringstream computeshaderpath; computeshaderpath << envOsgFilePath << "/shaders/osgssboComputeShader.cs";
_computeShaderSourcePath = computeshaderpath.str();
std::stringstream vertexshaderpath; vertexshaderpath << envOsgFilePath << "/shaders/osgssboVertexShader.vs";
_vertexShaderSourcePath = vertexshaderpath.str();
std::stringstream geometryshaderpath; geometryshaderpath << envOsgFilePath << "/shaders/osgssboGeometryShader.gs";
_geometryShaderSourcePath = geometryshaderpath.str();
std::stringstream fragmentshaderpath; fragmentshaderpath << envOsgFilePath << "/shaders/osgssboFragmentShader.fs";
_fragmentShaderSourcePath = fragmentshaderpath.str();
}
};
class ComputeNodeUpdateCallback : public osg::NodeCallback
{
public:
ComputeNode* _computeNode;
osg::Timer_t _prevShaderUpdateTime;
osg::Timer _timer;
ComputeNodeUpdateCallback(){}
ComputeNodeUpdateCallback(ComputeNode* computeNode)
{
_computeNode = computeNode;
_prevShaderUpdateTime = 0;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Timer_t currTime = _timer.tick();
if (_timer.delta_s(_prevShaderUpdateTime, currTime) > 1.0) //one second interval for shader-changed-do-reload check
{
osg::ref_ptr<osg::Shader> reloadedshader;
std::string runningSource;
std::string reloadedstring;
if (_computeNode->_computeShader.valid())
{
runningSource = _computeNode->_computeShader->getShaderSource();
reloadedshader = osg::Shader::readShaderFile(osg::Shader::COMPUTE, _computeNode->_computeShaderSourcePath);
reloadedstring = reloadedshader->getShaderSource();
if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str()))
{
_computeNode->_computeProgram->removeShader(_computeNode->_computeShader.get());
_computeNode->_computeShader = reloadedshader.get();
_computeNode->_computeProgram->addShader(_computeNode->_computeShader.get());
}
}
if (_computeNode->_vertexShader.valid())
{
runningSource = _computeNode->_vertexShader->getShaderSource();
reloadedshader = osg::Shader::readShaderFile(osg::Shader::VERTEX, _computeNode->_vertexShaderSourcePath);
reloadedstring = reloadedshader->getShaderSource();
if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str()))
{
_computeNode->_computationResultsRenderProgram->removeShader(_computeNode->_vertexShader.get());
_computeNode->_vertexShader = reloadedshader.get();
_computeNode->_computationResultsRenderProgram->addShader(_computeNode->_vertexShader.get());
}
}
if (_computeNode->_geometryShader.valid())
{
runningSource = _computeNode->_geometryShader->getShaderSource();
reloadedshader = osg::Shader::readShaderFile(osg::Shader::GEOMETRY, _computeNode->_geometryShaderSourcePath);
reloadedstring = reloadedshader->getShaderSource();
if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str()))
{
_computeNode->_computationResultsRenderProgram->removeShader(_computeNode->_geometryShader.get());
_computeNode->_geometryShader = reloadedshader.get();
_computeNode->_computationResultsRenderProgram->addShader(_computeNode->_geometryShader.get());
}
}
if (_computeNode->_fragmentShader.valid())
{
runningSource = _computeNode->_fragmentShader->getShaderSource();
reloadedshader = osg::Shader::readShaderFile(osg::Shader::FRAGMENT, _computeNode->_fragmentShaderSourcePath);
reloadedstring = reloadedshader->getShaderSource();
if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str()))
{
_computeNode->_computationResultsRenderProgram->removeShader(_computeNode->_fragmentShader.get());
_computeNode->_fragmentShader = reloadedshader.get();
_computeNode->_computationResultsRenderProgram->addShader(_computeNode->_fragmentShader.get());
}
}
_prevShaderUpdateTime = _timer.tick();
}
traverse(node, nv);
}
};
//set OSG_FILE_PATH for loading axes.osgt
void ComputeNode::addHelperGeometry()
{
_helperNode = osgDB::readNodeFile("axes.osgt");
if (_helperNode.valid())
{
addChild(_helperNode.get());
}
//osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
//pat->setPosition(osg::Vec3(0.5, 0, 0.5));
//osg::Geode *sphereGeode = new osg::Geode;
//float radius = 0.5f;
//osg::TessellationHints* hints = new osg::TessellationHints;
//hints->setDetailRatio(0.9f);
//osg::ShapeDrawable* sphere = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), radius), hints);
//sphereGeode->addDrawable(sphere);
//sphere->setColor(osg::Vec4(0, 1, 0, 0.1));
//osg::StateSet* stateset = sphereGeode->getOrCreateStateSet();
//osg::BlendFunc *blend = new osg::BlendFunc;
//blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
//stateset->setAttributeAndModes(blend, osg::StateAttribute::ON);
//pat->addChild(sphereGeode);
//addChild(pat);
}
void ComputeNode::addDataMonitor(osg::Vec3 placement, osg::Vec3 relativePlacement, float scale, Channel colorchannel, BufferOffset shaderStorageBufferOffset, std::string labelCaption, float minDataRange, float maxDataRange)
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(relativePlacement);
addChild(pat);
osg::Geometry* geom;
if (NUM_ELEMENTS_X >= NUM_ELEMENTS_Y)
{
float ratio = (float)((float)NUM_ELEMENTS_Y / (float)NUM_ELEMENTS_X);
geom = osg::createTexturedQuadGeometry(placement, osg::Vec3(1.0f*scale, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, ratio*1.0f*scale));
}
else
{
float ratio = (float)((float)NUM_ELEMENTS_X / (float)NUM_ELEMENTS_Y);
geom = osg::createTexturedQuadGeometry(placement, osg::Vec3(ratio*1.0f*scale, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 1.0f*scale));
}
geom->setVertexAttribArray(1, geom->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX);
osg::ref_ptr<osg::Geode> quad = new osg::Geode;
quad->addDrawable(geom);
quad->setStateSet(getOrCreateStateSet());
pat->addChild(quad.get());
static const char* vertexShaderSrcChannelMonitor = {
"#version 430 \n"
"uniform int numRows;\n"
"uniform int numCols;\n"
"uniform float osg_FrameTime;\n"
"uniform mat4 osg_ProjectionMatrix;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"out vec2 texCoordFromVertexShader;\n"
"struct particle{ float x; float y; float z; float w;};"
"layout (location = 0) in vec3 vertexpos;\n"
"attribute vec2 tex_coords;\n"
"void main() {\n"
"texCoordFromVertexShader.xy = tex_coords.xy; gl_Position = ( osg_ProjectionMatrix * osg_ModelViewMatrix * vec4(vertexpos.x,vertexpos.y,vertexpos.z,1) ); \n"
"}\n"
};
std::stringstream fragmentshaderstringstreamChannelMonitor;
fragmentshaderstringstreamChannelMonitor << "#version 430\n";
fragmentshaderstringstreamChannelMonitor << "uniform int numRows;\n";
fragmentshaderstringstreamChannelMonitor << "uniform int numCols;\n";
fragmentshaderstringstreamChannelMonitor << "uniform float dataRangeMin;\n";
fragmentshaderstringstreamChannelMonitor << "uniform float dataRangeMax;\n";
fragmentshaderstringstreamChannelMonitor << "in vec2 texCoordFromVertexShader;\n";
fragmentshaderstringstreamChannelMonitor << "struct particle{ float x; float y; float z; float w;};";
fragmentshaderstringstreamChannelMonitor << "layout(std140, binding=0) coherent buffer particles{particle p[];}; ";
fragmentshaderstringstreamChannelMonitor << "\n";
fragmentshaderstringstreamChannelMonitor << "void main(void)\n";
fragmentshaderstringstreamChannelMonitor << "{\n";
fragmentshaderstringstreamChannelMonitor << "ivec2 storePos = ivec2(numRows*texCoordFromVertexShader.x, numCols*texCoordFromVertexShader.y); particle particleData = p[" << shaderStorageBufferOffset * NUM_ELEMENTS_X*NUM_ELEMENTS_Y << " + (storePos.x*numRows + storePos.y)]; ";
//fragmentshaderstringstreamChannelMonitor << " memoryBarrierBuffer(); \n";
fragmentshaderstringstreamChannelMonitor << " float dataRangeMultiplier = 1.0 / abs(dataRangeMax - dataRangeMin); \n";
switch (colorchannel)
{
case RED_CHANNEL:
{
fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y =0.0; color.z = 0.0; color.w = 1.0; gl_FragColor = color;\n";
break;
}
case GREEN_CHANNEL:
{
fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.0; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.0; color.w = 1.0; gl_FragColor = color;\n";
break;
}
case BLUE_CHANNEL:
{
fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.0; color.y = 0.0; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 0.0 ; gl_FragColor = color;\n";
break;
}
case ALPHA_CHANNEL:
{
fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.w; color.y = 0.5+dataRangeMultiplier*particleData.w; color.z = 0.5+dataRangeMultiplier*particleData.w; color.w = 0.5+0.5*particleData.w; gl_FragColor = color;\n";
break;
}
case RGB_CHANNEL:
{
fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 1.0; gl_FragColor = color;\n";
break;
}
}
fragmentshaderstringstreamChannelMonitor << "}\n";
osg::Program * program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSrcChannelMonitor));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentshaderstringstreamChannelMonitor.str().c_str()));
program->addBindAttribLocation("tex_coords", 1);
osg::StateSet* ss = geom->getOrCreateStateSet();
ss->setAttributeAndModes(program, osg::StateAttribute::ON);
ss->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_X));
ss->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_Y));
ss->addUniform(new osg::Uniform("dataRangeMin", (float)minDataRange));
ss->addUniform(new osg::Uniform("dataRangeMax", (float)maxDataRange));
ss->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
//add a label
osgText::Text* text = new osgText::Text;
osgText::Font* font = osgText::readFontFile("fonts/arial.ttf");
text->setFont(font);
text->setColor(osg::Vec4(1, 1, 1, 1));
text->setCharacterSize(0.1*scale);
text->setPosition(placement + osg::Vec3(0.05, 0.05, 0));
pat->setName(labelCaption);
text->setText(pat->getName());
text->setBackdropType(osgText::Text::OUTLINE);
text->setBackdropImplementation(osgText::Text::POLYGON_OFFSET);
text->setBackdropOffset(0.05f);
text->setBackdropColor(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
quad->addDrawable(text);
pat->addChild(quad.get());
}
//compute texture image , taken from osgspotlight
osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
{
osg::Image* image = new osg::Image;
image->allocateImage(size, size, 1,
GL_RGBA, GL_UNSIGNED_BYTE);
float mid = (float(size) - 1)*0.5f;
float div = 2.0f / float(size);
for (unsigned int r = 0; r < size; ++r)
{
unsigned char* ptr = image->data(0, r, 0);
for (unsigned int c = 0; c < size; ++c)
{
float dx = (float(c) - mid)*div;
float dy = (float(r) - mid)*div;
float r = powf(1.0f - sqrtf(dx*dx + dy*dy), power);
if (r < 0.0f) r = 0.0f;
osg::Vec4 color = centerColour*r + backgroudColour*(1.0f - r);
*ptr++ = (unsigned char)((color[0])*255.0f);
*ptr++ = (unsigned char)((color[1])*255.0f);
*ptr++ = (unsigned char)((color[2])*255.0f);
*ptr++ = (unsigned char)((color[3])*255.0f);
}
}
return image;
}
void ComputeNode::addComputationResultsRenderTree()
{
_computationResultsRenderProgram = new osg::Program;
_vertexShader = osg::Shader::readShaderFile(osg::Shader::VERTEX, _vertexShaderSourcePath);
_computationResultsRenderProgram->addShader(_vertexShader.get());
_geometryShader = osg::Shader::readShaderFile(osg::Shader::GEOMETRY, _geometryShaderSourcePath);
_computationResultsRenderProgram->addShader(_geometryShader.get());
_fragmentShader = osg::Shader::readShaderFile(osg::Shader::FRAGMENT, _fragmentShaderSourcePath);
_computationResultsRenderProgram->addShader(_fragmentShader.get());
_computationResultsRenderProgram->addBindAttribLocation("tex_coords", 1);
_computationResultsRenderGroup = new osg::Group;
_computationResultsRenderGroup->setDataVariance(osg::Object::DYNAMIC);
_computationResultsRenderStateSet = _computationResultsRenderGroup->getOrCreateStateSet();
_computationResultsRenderStateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::PointSprite *sprite = new osg::PointSprite;
int texture_unit = 0;
_computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, sprite, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setAttributeAndModes(_computationResultsRenderProgram, osg::StateAttribute::ON);
_computationResultsRenderStateSet->addUniform(new osg::Uniform("particleTexture", texture_unit));
_computationResultsRenderStateSet->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_X));
_computationResultsRenderStateSet->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_Y));
_computationResultsRenderStateSet->setMode(GL_POINT_SMOOTH, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setMode(GL_VERTEX_PROGRAM_POINT_SIZE_ARB, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Texture2D *tex = new osg::Texture2D();
osg::Image* particleImage = createSpotLightImage(osg::Vec4(1, 0, 0, 1), osg::Vec4(0.5, 0, 0, 0.0), 32, 0.7);
if (particleImage)
{
tex->setImage(particleImage);
}
_computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, tex, osg::StateAttribute::ON);
osg::BlendFunc *blend = new osg::BlendFunc;
if (false) //emissive particles
{
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
}
else
{
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
}
_computationResultsRenderStateSet->setAttributeAndModes(blend, osg::StateAttribute::ON);
osg::Depth* depth = new osg::Depth;
depth->setRange(0.0f, 0.0f);
depth->setFunction(osg::Depth::ALWAYS);
depth->setWriteMask(false);
depth->setFunction(osg::Depth::ALWAYS);
_computationResultsRenderStateSet->setAttributeAndModes(depth, osg::StateAttribute::OFF);
osg::Geode* particleGeode = new osg::Geode;
unsigned int numVertices = NUM_ELEMENTS_X*NUM_ELEMENTS_Y;
osg::Geometry* particleGeometry = new osg::Geometry;
particleGeometry->setUseDisplayList(false);
particleGeometry->setUseVertexBufferObjects(true);
osg::Vec3Array* vertexarray = new osg::Vec3Array;
osg::Vec2Array* tcoords = new osg::Vec2Array;
osg::Vec2 bottom_texcoord(0.0f, 0.0f);
osg::Vec2 dx_texcoord(1.0f / (float)(NUM_ELEMENTS_X), 0.0f);
osg::Vec2 dy_texcoord(0.0f, 1.0f / (float)(NUM_ELEMENTS_Y));
for (int i = 0; i < NUM_ELEMENTS_X; i++)
{
osg::Vec2 texcoord = bottom_texcoord + dy_texcoord*(float)i;
for (int j = 0; j < NUM_ELEMENTS_Y; j++)
{
vertexarray->push_back(osg::Vec3(texcoord.x(), texcoord.y(), 0.0));
tcoords->push_back(osg::Vec2(texcoord.x(), texcoord.y()));
texcoord += dx_texcoord;
}
}
particleGeometry->setVertexArray(vertexarray);
particleGeometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numVertices));
particleGeometry->setTexCoordArray(0, tcoords);
//this glMemoryBarrier thing... not sure if we could better do instanced drawing? all the data is in Shader Storage Buffer..
particleGeometry->setVertexAttribArray(1, particleGeometry->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX);
_computationResultsRenderGroup->addChild(particleGeode);
particleGeode->addDrawable(particleGeometry);
addChild(_computationResultsRenderGroup);
}
void ComputeNode::initComputingSetup()
{
_computeProgram = new osg::Program;
_computeProgram->setComputeGroups((NUM_ELEMENTS_X / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_X / WORK_GROUP_SIZE), (NUM_ELEMENTS_Y / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_Y / WORK_GROUP_SIZE), 1);
_computeShader = osg::Shader::readShaderFile(osg::Shader::COMPUTE, _computeShaderSourcePath);
_computeProgram->addShader(_computeShader.get());
setDataVariance(osg::Object::DYNAMIC);
osg::StateSet* statesetComputation = getOrCreateStateSet();
statesetComputation->setAttributeAndModes(_computeProgram.get());
statesetComputation->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_X));
statesetComputation->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_Y));
statesetComputation->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
//blocksize
int numParticles = NUM_ELEMENTS_X * NUM_ELEMENTS_Y;
const unsigned blockSize = numParticles * __numChannels * __numDataValuesPerChannel* sizeof(GLfloat);
//init all the particle data array
int idx = 0;
_data = new GLfloat[NUM_ELEMENTS_X * NUM_ELEMENTS_Y * __numChannels * __numDataValuesPerChannel];
_dataArray = new FloatArray;
//init the data array somehow, this way all is stored in one BufferObject. maybe better using multiple buffers instead? not sure what is faster and better for threading
for (int d = 0; d < __numDataValuesPerChannel; ++d)
{
for (int i = 0; i < NUM_ELEMENTS_X; ++i)
{
for (int j = 0; j < NUM_ELEMENTS_Y; ++j)
{
for (int k = 0; k < __numChannels; ++k)
{
switch (k)
{
case (RED_CHANNEL) :
{
if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position
{
*_data = random(0.25, 0.75);
}
if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity
{
*_data = random(-2.4, 2.4);
}
if (d == ACCELERATION_OFFSET) //acceleration
{
*_data = random(-3.0, 3.0);
}
if (d == PROPERTIES_OFFSET) //property particle mass (compute shader is computing sphere mass from radius instead)
{
*_data = random(0.2, 15.0);
}
break;
}
case (GREEN_CHANNEL) :
{
if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position
{
*_data = random(0.25, 0.75);
}
if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity
{
*_data = random(-2.4, 2.4);
}
if (d == ACCELERATION_OFFSET)//acceleration
{
*_data = random(-3.0, 3.0);
}
if (d == PROPERTIES_OFFSET) //property particle radius
{
*_data = random(0.07, 0.219);
}
break;
}
case (BLUE_CHANNEL) :
{
if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position
{
*_data = random(0.25, 0.75);
}
if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity
{
*_data = random(-2.4, 2.4);
}
if (d == ACCELERATION_OFFSET)//acceleration
{
*_data = random(-3.0, 3.0);
}
if (d == PROPERTIES_OFFSET) //place for some other property
{
*_data = random(0.0, 0.0);
}
break;
}
case (ALPHA_CHANNEL) :
{
if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position
{
*_data = random(1.0, 1.0);
}
if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity
{
*_data = random(-2.4, 2.4);
}
if (d == ACCELERATION_OFFSET) //acceleration
{
//*_data = random(1.0, 1.0);
*_data = random(0.0, 0.0);
}
if (d == PROPERTIES_OFFSET) //place for some other property
{
*_data = random(0.3, 0.3);
}
break;
}
}
_dataArray->push_back(*_data);
_data++;
idx++;
}
}
}
}
_ssbo = new osg::ShaderStorageBufferObject;
_dataArray->setBufferObject(_ssbo.get());
_ssbb = new osg::ShaderStorageBufferBinding(0, _ssbo.get(), 0, blockSize);
statesetComputation->setAttributeAndModes(_ssbb.get(), osg::StateAttribute::ON);
//option, do something useful with data or test the transfer speed
//_ssbb->setUpdateCallback(new ShaderStorageBufferCallback);
//adding a quad , visualizing data in buffer
addDataMonitor(osg::Vec3(0, -1, 0), osg::Vec3(SUB_PLACEMENT_OFFSET_HORIZONTAL * 0, -SUB_PLACEMENT_OFFSET_VERTICAL * -2.0, SUB_PLACEMENT_OFFSET_HORIZONTAL * 0), 1.0, RGB_CHANNEL, POSITION_NOW_OFFSET, "X,Y,Z - PositionNow", -1.0, 1.0);
//the coord from default dataset
addHelperGeometry();
addComputationResultsRenderTree();
}
//taken from osgdistorsion example for getting it nice on screen with antialiasing
osg::Node* createPrerenderSubgraph(osg::Node* subgraph, const osg::Vec4& clearColour)
{
osg::Group* prerenderNode = new osg::Group;
unsigned int tex_width = PRERENDER_WIDTH;
unsigned int tex_height = PRERENDER_HEIGHT;
osg::Texture2D* texture = new osg::Texture2D;
texture->setTextureSize(tex_width, tex_height);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
{
osg::Camera* prerenderCamera = new osg::Camera;
prerenderCamera->setClearColor(clearColour);
prerenderCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
prerenderCamera->setReferenceFrame(osg::Transform::RELATIVE_RF);
prerenderCamera->setProjectionMatrix(osg::Matrixd::identity());
prerenderCamera->setViewMatrix(osg::Matrixd::identity());
prerenderCamera->setViewport(0, 0, tex_width, tex_height);
prerenderCamera->setRenderOrder(osg::Camera::PRE_RENDER);
prerenderCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
prerenderCamera->attach(osg::Camera::COLOR_BUFFER0, texture, 0, 0, false, PRERENDER_ANTIALIASINGMULTISAMPLES, PRERENDER_ANTIALIASINGMULTISAMPLES);
prerenderCamera->addChild(subgraph);
prerenderNode->addChild(prerenderCamera);
}
{
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom->setSupportsDisplayList(false);
osg::Vec3 origin(0.0f, 0.0f, 0.0f);
osg::Vec3 xAxis(1.0f, 0.0f, 0.0f);
osg::Vec3 yAxis(0.0f, 1.0f, 0.0f);
float height = 1024.0f;
float width = 1280.0f;
int noSteps = 3;
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec2Array* texcoords = new osg::Vec2Array;
osg::Vec4Array* colors = new osg::Vec4Array;
osg::Vec3 bottom = origin;
osg::Vec3 dx = xAxis*(width / ((float)(noSteps - 1)));
osg::Vec3 dy = yAxis*(height / ((float)(noSteps - 1)));
osg::Vec2 bottom_texcoord(0.0f, 0.0f);
osg::Vec2 dx_texcoord(1.0f / (float)(noSteps - 1), 0.0f);
osg::Vec2 dy_texcoord(0.0f, 1.0f / (float)(noSteps - 1));
int i, j;
for (i = 0; i < noSteps; ++i)
{
osg::Vec3 cursor = bottom + dy*(float)i;
osg::Vec2 texcoord = bottom_texcoord + dy_texcoord*(float)i;
for (j = 0; j < noSteps; ++j)
{
vertices->push_back(cursor);
texcoords->push_back(osg::Vec2((sin(texcoord.x()*osg::PI - osg::PI*0.5) + 1.0f)*0.5f, (sin(texcoord.y()*osg::PI - osg::PI*0.5) + 1.0f)*0.5f));
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
cursor += dx;
texcoord += dx_texcoord;
}
}
polyGeom->setVertexArray(vertices);
polyGeom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
polyGeom->setTexCoordArray(0, texcoords);
for (i = 0; i < noSteps - 1; ++i)
{
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
for (j = 0; j < noSteps; ++j)
{
elements->push_back(j + (i + 1)*noSteps);
elements->push_back(j + (i)*noSteps);
}
polyGeom->addPrimitiveSet(elements);
}
osg::StateSet* stateset = polyGeom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(polyGeom);
osg::Camera* nestedRenderCamera = new osg::Camera;
nestedRenderCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
nestedRenderCamera->setViewMatrix(osg::Matrix::identity());
nestedRenderCamera->setProjectionMatrixAsOrtho2D(0, 1280, 0, 1024);
nestedRenderCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
nestedRenderCamera->addChild(geode);
prerenderNode->addChild(nestedRenderCamera);
}
return prerenderNode;
}
int main(int argc, char** argv)
{
osg::ArgumentParser arguments(&argc, argv);
osgViewer::Viewer viewer;
osg::ref_ptr<osg::Group> scene = new osg::Group;
viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.addEventHandler(new osgViewer::ThreadingHandler);
viewer.getCamera()->setProjectionMatrixAsPerspective(60.0f, 1.33333, 0.01, 100.0);
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
viewer.setUpViewInWindow(11, 11, 800 + 11, 600 + 11);
//viewer.setUpViewOnSingleScreen(0); // !!
viewer.getCamera()->setClearColor(osg::Vec4(0.3, 0.3, 0.3, 1.0));
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);// we can play with threading models later
osg::ref_ptr<ComputeNode> computeNode = new ComputeNode();
computeNode->setPosition(osg::Vec3(0, 0, 0));
computeNode->setUpdateCallback(new ComputeNodeUpdateCallback(computeNode)); // on-the-fly reloading the shaders if shader source on disk is changed
computeNode->initComputingSetup();
scene->addChild(computeNode.get());
scene->addChild(computeNode->_computationResultsRenderGroup.get());
#ifdef PRERENDER_HIGH_QUALITY_ANTIALIASING
viewer.setSceneData(createPrerenderSubgraph(scene.get(), osg::Vec4(0.3, 0.4, 0.6, 1)));
#else
viewer.setSceneData(scene.get());
#endif
viewer.realize();
viewer.getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
viewer.run();
return 1;
}

View File

@ -164,6 +164,35 @@ class OSG_EXPORT AtomicCounterBufferBinding : public BufferIndexBinding
}
};
class OSG_EXPORT ShaderStorageBufferBinding : public BufferIndexBinding
{
public:
ShaderStorageBufferBinding(GLuint index=0);
/** Create a binding for a shader storage buffer index target.
* @param index the index target
* @param bo associated buffer object
* @param offset offset into buffer object
* @param size size of data in buffer object
*/
ShaderStorageBufferBinding(GLuint index, BufferObject* bo, GLintptr offset, GLsizeiptr size);
ShaderStorageBufferBinding(const ShaderStorageBufferBinding& rhs, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, ShaderStorageBufferBinding, SHADERSTORAGEBUFFERBINDING);
virtual int compare(const StateAttribute& bb) const
{
COMPARE_StateAttribute_Types(ShaderStorageBufferBinding, bb)
COMPARE_StateAttribute_Parameter(_target)
COMPARE_StateAttribute_Parameter(_index)
COMPARE_StateAttribute_Parameter(_bufferObject)
COMPARE_StateAttribute_Parameter(_offset)
COMPARE_StateAttribute_Parameter(_size)
return 0;
}
};
} // namespace osg
#endif

View File

@ -732,6 +732,7 @@ class OSG_EXPORT PixelDataBufferObject : public BufferObject
};
class OSG_EXPORT UniformBufferObject : public BufferObject
{
public:
@ -759,6 +760,20 @@ inline void GLBufferObject::bindBuffer()
if (_set) _set->moveToBack(this);
}
class OSG_EXPORT ShaderStorageBufferObject : public BufferObject
{
public:
ShaderStorageBufferObject();
ShaderStorageBufferObject(const ShaderStorageBufferObject& ubo, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderStorageBufferObject);
protected:
virtual ~ShaderStorageBufferObject();
};
}
#endif

View File

@ -199,6 +199,8 @@ class OSG_EXPORT StateAttribute : public Object
VERTEX_ATTRIB_DIVISOR,
SHADERSTORAGEBUFFERBINDING,
CAPABILITY = 100
};

View File

@ -143,4 +143,26 @@ void AtomicCounterBufferBinding::readData(osg::State & state, osg::UIntArray & u
bo->_extensions->glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, static_cast<GLuint>(previousID));
}
ShaderStorageBufferBinding::ShaderStorageBufferBinding(GLuint index)
: BufferIndexBinding(GL_SHADER_STORAGE_BUFFER, index)
{
}
ShaderStorageBufferBinding::ShaderStorageBufferBinding(GLuint index, BufferObject* bo, GLintptr offset, GLsizeiptr size)
: BufferIndexBinding(GL_SHADER_STORAGE_BUFFER, index, bo, offset, size)
{
}
ShaderStorageBufferBinding::ShaderStorageBufferBinding(const ShaderStorageBufferBinding& rhs, const CopyOp& copyop)
: BufferIndexBinding(rhs, copyop)
{
}
} // namespace osg

View File

@ -1560,3 +1560,25 @@ AtomicCounterBufferObject::AtomicCounterBufferObject(const AtomicCounterBufferOb
AtomicCounterBufferObject::~AtomicCounterBufferObject()
{
}
//////////////////////////////////////////////////////////////////////////////////
//
// ShaderStorageBufferObject
//
ShaderStorageBufferObject::ShaderStorageBufferObject()
{
setTarget(GL_SHADER_STORAGE_BUFFER);
setUsage(GL_STATIC_DRAW);
}
ShaderStorageBufferObject::ShaderStorageBufferObject(const ShaderStorageBufferObject& ubo, const CopyOp& copyop)
: BufferObject(ubo, copyop)
{
}
ShaderStorageBufferObject::~ShaderStorageBufferObject()
{
}