Merge branch 'ShaderReload'

This commit is contained in:
2025-02-14 18:47:03 +01:00
23 changed files with 906 additions and 752 deletions

View File

@ -6,178 +6,101 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/02/13 14:26:18 by tomoron ### ########.fr */
/* Updated: 2025/02/14 18:26:34 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#include "RT.hpp"
void setupScreenTriangle(GLuint *VAO);
void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program);
std::vector<GLuint> generateTextures(unsigned int textures_count);
std::vector<Buffer *> createDataOnGPU(Scene &scene);
void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers);
void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures);
int main(int argc, char **argv)
{
Arguments args(argc, argv);
if (args.error())
return (1);
Scene scene(args.getSceneName());
if (scene.fail())
return (1);
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl", "shaders/denoising.glsl");
// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
GLuint VAO;
setupScreenTriangle(&VAO);
GLint max_gpu_size;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
std::vector<GLuint> textures = generateTextures(5);
const std::vector<GPUObject> &object_data = scene.getObjectData();
const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
ShaderProgram raytracing_program;
Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
raytracing_program.attachShader(&compute);
raytracing_program.link();
std::cout << "Sending " << object_data.size() << " objects for " << \
object_data.size() * sizeof(GPUObject) + \
triangle_data.size() * sizeof(GPUTriangle) + \
bvh_nodes.size() * sizeof(GPUBvh) + \
material_data.size() * sizeof(GPUMaterial) \
<< " / " << max_gpu_size << " bytes" << std::endl;
ShaderProgram denoising_program;
Shader denoise = Shader(GL_COMPUTE_SHADER, "shaders/denoising.glsl");
denoising_program.attachShader(&denoise);
denoising_program.link();
GLuint objectSSBO;
glGenBuffers(1, &objectSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUObject) * object_data.size(), object_data.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
ShaderProgram render_program;
Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert");
Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag");
render_program.attachShader(&vertex);
render_program.attachShader(&frag);
render_program.link();
GLuint trianglesSSBO;
glGenBuffers(1, &trianglesSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, trianglesSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
std::vector<Buffer *> buffers = createDataOnGPU(scene);
GLuint bvh_nodesSSBO;
glGenBuffers(1, &bvh_nodesSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
GLuint bvhSSBO;
glGenBuffers(1, &bvhSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
GLuint materialSSBO;
glGenBuffers(1, &materialSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
GLuint lightSSBO;
glGenBuffers(1, &lightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
GLuint cameraUBO;
glGenBuffers(1, &cameraUBO);
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO);
GLuint volumeUBO;
glGenBuffers(1, &volumeUBO);
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
GLuint debugUBO;
glGenBuffers(1, &debugUBO);
glBindBuffer(GL_UNIFORM_BUFFER, debugUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUDebug), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, debugUBO);
if (!scene.loadTextures())
return (1);
shader.attach();
shader.setupVertexBuffer();
return (-1);
while (!window.shouldClose())
{
window.updateDeltaTime();
glUseProgram(shader.getProgramCompute());
updateDataOnGPU(scene, buffers);
window.rendererUpdate(textures[0]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data());
std::set<int> gpu_lights = scene.getGPULights();
std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
window.rendererUpdate(shader);
GPUCamera camera_data = scene.getCamera()->getGPUData();
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
glBindBuffer(GL_UNIFORM_BUFFER, debugUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUDebug), &scene.getDebug());
shader.set_int("u_frameCount", window.getFrameCount());
shader.set_int("u_objectsNum", object_data.size());
shader.set_int("u_bvhNum", bvh_data.size());
shader.set_int("u_lightsNum", gpu_lights.size());
shader.set_int("u_pixelisation", window.getPixelisation());
shader.set_float("u_time", (float)(glfwGetTime()));
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_textures(scene.getTextureIDs(), scene.getEmissionTextureIDs());
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
GPUDenoise denoise = scene.getDenoise();
if (denoise.enabled)
{
glUseProgram(shader.getProgramComputeDenoising());
glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_c_phi"), denoise.c_phi);
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_p_phi"), denoise.p_phi);
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_n_phi"), denoise.n_phi);
for (int pass = 0; pass < denoise.pass ; ++pass)
{
shader.flipOutputDenoising(pass % 2 == 0);
glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass);
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
shader.flipOutputDenoising(true);
}
glClear(GL_COLOR_BUFFER_BIT);
raytracing_program.use();
raytracing_program.set_int("u_frameCount", window.getFrameCount());
raytracing_program.set_int("u_objectsNum", scene.getObjectData().size());
raytracing_program.set_int("u_bvhNum", scene.getBvhData().size());
raytracing_program.set_int("u_lightsNum", scene.getGPULights().size());
raytracing_program.set_int("u_pixelisation", window.getPixelisation());
raytracing_program.set_float("u_time", (float)(glfwGetTime()));
raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
std::map<std::string, std::vector<GLuint>> object_textures;
object_textures["textures"] = scene.getTextureIDs();
object_textures["emissive_textures"] = scene.getEmissionTextureIDs();
raytracing_program.set_textures(object_textures);
raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
if (scene.getDenoise().enabled)
shaderDenoise(denoising_program, scene.getDenoise(), textures);
window.imGuiNewFrame();
glUseProgram(shader.getProgram());
shader.drawTriangles();
render_program.use();
drawScreenTriangle(VAO, textures[0], render_program.getProgram());
window.imGuiRender();
window.imGuiRender(raytracing_program);
window.display();
window.pollEvents();
glClearTexImage(shader.getNormalTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClearTexImage(shader.getPositionTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClearTexImage(textures[3], 0, GL_RGBA, GL_FLOAT, nullptr);
glClearTexImage(textures[4], 0, GL_RGBA, GL_FLOAT, nullptr);
}
ImGui_ImplOpenGL3_Shutdown();