I'm working on my very first compute shader and I want to use it generate points as part of a larger project but I seem to be missing something.
How do I make everything play nice?
This is my compute shader code (after specifying version 450):
struct point {
vec3 p;
float padding;
vec4 c;
};
layout(std140, binding=4) buffer particlebuffer{
point pt[];
};
void main() {
int index = int(gl_GlobalInvocationID);
pt[index].p = vec3(index/50,index/50,index/50);
pt[index].c = vec4(1.0, 0.0, 0.0, 1.0);
}
(I read somewhere that the compute shader works best with structs that contain padding.)
I also have a vertex and fragment shader that I have tested on actual points, called shaderProgram. I know that shaderProgram works well with my mvp matrix.
Here's my vertex shader:
uniform mat4 mvp;
layout (location = 0) in vec3 position;
in vec4 color;
out vec4 vertcolor;
void main()
{
gl_Position = mvp * vec4(position, 1.0f);
endcolor = color;
}
And here's my frag shader:
in vec4 vertcolor;
out vec4 finalcolor;
void main()
{
finalcolor = vertcolor;
}
My shaders compile with no issues. After reading this post on using compute shader buffer data in vertex shader, I wrote the following code to initialize a GL_SHADER_STORAGE_BUFFER to hold the generated points, as well as a VAO to receive these points:
glGenBuffers(1, &particlebuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, particlebuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, 8 * numparticles, &particlebuffer, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, particlebuffer);
glUseProgram(compShaderProgram);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
glUseProgram(shaderProgram);
glGenVertexArrays(1, &computeVAO);
glBindBuffer(GL_ARRAY_BUFFER, particlebuffer)
positionLoc = glGetUniformLocation(shaderProgram, "position");
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0);
colorLoc = glGetUniformLocation(shaderProgram, "color");
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (GLvoid *)16);
glBindVertexArray(0);
And then I have this in my draw loop:
glUseProgram(shaderProgram);
glBindVertexArray(computeVAO);
glDrawArrays(GL_POINTS, 0, numparticles);
glBindVertexArray(0);
I'm fairly new to OpenGL - any help and suggestions would be greatly appreciated