main.lua 2.4 KB

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  1. -- Surround yourself with monkeys and efficiently move them with compute shaders
  2. ASSUME_FRAMERATE = 1/120
  3. function lovr.load()
  4. MONKEYS = 500
  5. -- Create some random transforms
  6. local random, randomNormal = lovr.math.random, lovr.math.randomNormal
  7. local transforms = {}
  8. for i = 1, MONKEYS do
  9. local position = vec3(randomNormal(8), randomNormal(8), randomNormal(8))
  10. local orientation = quat(random(2 * math.pi), random(), random(), random())
  11. local scale = vec3(.75)
  12. transforms[i] = mat4(position, scale, orientation)
  13. end
  14. -- More random transforms-- this will correspond to the transform applied to each monkey per frame
  15. local offsets = {}
  16. for i = 1, MONKEYS do
  17. local position = vec3(randomNormal(1), randomNormal(8), randomNormal(8)):mul(ASSUME_FRAMERATE)
  18. local radianSwing = ASSUME_FRAMERATE * math.pi / 2
  19. local orientation = quat(random(-radianSwing, radianSwing), random(), random(), random())
  20. local scale = vec3(1)
  21. offsets[i] = mat4(position, scale, orientation)
  22. end
  23. -- Create a Buffer to store positions for lots of models
  24. transformBuffer = lovr.graphics.newBuffer('mat4', transforms)
  25. offsetBuffer = lovr.graphics.newBuffer('mat4', offsets)
  26. -- Create the compute shader, we will run this once per frame
  27. computeShader = lovr.graphics.newShader([[
  28. layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
  29. buffer TransformBuffer { mat4 Transforms[]; };
  30. buffer OffsetBuffer { mat4 Offsets[]; };
  31. uniform uint monkeyCount;
  32. void lovrmain() {
  33. uint i = GlobalThreadID.x;
  34. if (i >= monkeyCount) return;
  35. Transforms[i] = Transforms[i] * Offsets[i];
  36. }
  37. ]])
  38. -- Create the display shader, injecting the shader code for the block
  39. shader = lovr.graphics.newShader([[
  40. buffer TransformBuffer { mat4 Transforms[]; };
  41. vec4 lovrmain() {
  42. return Projection * View * Transforms[InstanceIndex] * Transform * VertexPosition;
  43. }
  44. ]], 'normal')
  45. model = lovr.graphics.newModel('monkey.obj')
  46. end
  47. -- Draw many copies of the model using instancing, with transforms from a buffer
  48. function lovr.draw(pass)
  49. pass:setShader(computeShader)
  50. pass:send('monkeyCount', MONKEYS)
  51. pass:send('TransformBuffer', transformBuffer)
  52. pass:send('OffsetBuffer', offsetBuffer)
  53. pass:compute(math.ceil(MONKEYS / 32))
  54. pass:setShader(shader)
  55. pass:send('TransformBuffer', transformBuffer)
  56. pass:setCullMode('back')
  57. pass:setBlendMode(nil)
  58. pass:draw(model, mat4(), MONKEYS)
  59. end