mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
Merge branch 'ShaderReload'
This commit is contained in:
193
srcs/RT.cpp
193
srcs/RT.cpp
@ -6,178 +6,101 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
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/* Updated: 2025/02/13 14:26:18 by tomoron ### ########.fr */
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/* Updated: 2025/02/14 18:26:34 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "RT.hpp"
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void setupScreenTriangle(GLuint *VAO);
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void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program);
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std::vector<GLuint> generateTextures(unsigned int textures_count);
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std::vector<Buffer *> createDataOnGPU(Scene &scene);
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void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers);
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void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures);
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int main(int argc, char **argv)
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{
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Arguments args(argc, argv);
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if (args.error())
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return (1);
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Scene scene(args.getSceneName());
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if (scene.fail())
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl", "shaders/denoising.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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GLuint VAO;
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setupScreenTriangle(&VAO);
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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std::vector<GLuint> textures = generateTextures(5);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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ShaderProgram raytracing_program;
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Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
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raytracing_program.attachShader(&compute);
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raytracing_program.link();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + \
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triangle_data.size() * sizeof(GPUTriangle) + \
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bvh_nodes.size() * sizeof(GPUBvh) + \
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material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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ShaderProgram denoising_program;
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Shader denoise = Shader(GL_COMPUTE_SHADER, "shaders/denoising.glsl");
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denoising_program.attachShader(&denoise);
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denoising_program.link();
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GLuint objectSSBO;
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glGenBuffers(1, &objectSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUObject) * object_data.size(), object_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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ShaderProgram render_program;
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Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert");
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Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag");
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render_program.attachShader(&vertex);
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render_program.attachShader(&frag);
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render_program.link();
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GLuint trianglesSSBO;
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glGenBuffers(1, &trianglesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, trianglesSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
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std::vector<Buffer *> buffers = createDataOnGPU(scene);
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GLuint bvh_nodesSSBO;
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glGenBuffers(1, &bvh_nodesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
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GLuint bvhSSBO;
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glGenBuffers(1, &bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
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GLuint lightSSBO;
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glGenBuffers(1, &lightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO);
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GLuint volumeUBO;
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glGenBuffers(1, &volumeUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
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GLuint debugUBO;
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glGenBuffers(1, &debugUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, debugUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUDebug), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, debugUBO);
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if (!scene.loadTextures())
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return (1);
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shader.attach();
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shader.setupVertexBuffer();
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return (-1);
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while (!window.shouldClose())
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{
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window.updateDeltaTime();
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glUseProgram(shader.getProgramCompute());
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updateDataOnGPU(scene, buffers);
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window.rendererUpdate(textures[0]);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data());
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std::set<int> gpu_lights = scene.getGPULights();
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std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
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window.rendererUpdate(shader);
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
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glBindBuffer(GL_UNIFORM_BUFFER, debugUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUDebug), &scene.getDebug());
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_bvhNum", bvh_data.size());
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shader.set_int("u_lightsNum", gpu_lights.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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shader.set_float("u_time", (float)(glfwGetTime()));
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_textures(scene.getTextureIDs(), scene.getEmissionTextureIDs());
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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GPUDenoise denoise = scene.getDenoise();
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if (denoise.enabled)
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{
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glUseProgram(shader.getProgramComputeDenoising());
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glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
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glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_c_phi"), denoise.c_phi);
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glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_p_phi"), denoise.p_phi);
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glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_n_phi"), denoise.n_phi);
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for (int pass = 0; pass < denoise.pass ; ++pass)
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{
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shader.flipOutputDenoising(pass % 2 == 0);
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glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass);
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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shader.flipOutputDenoising(true);
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}
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glClear(GL_COLOR_BUFFER_BIT);
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raytracing_program.use();
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raytracing_program.set_int("u_frameCount", window.getFrameCount());
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raytracing_program.set_int("u_objectsNum", scene.getObjectData().size());
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raytracing_program.set_int("u_bvhNum", scene.getBvhData().size());
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raytracing_program.set_int("u_lightsNum", scene.getGPULights().size());
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raytracing_program.set_int("u_pixelisation", window.getPixelisation());
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raytracing_program.set_float("u_time", (float)(glfwGetTime()));
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raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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std::map<std::string, std::vector<GLuint>> object_textures;
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object_textures["textures"] = scene.getTextureIDs();
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object_textures["emissive_textures"] = scene.getEmissionTextureIDs();
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raytracing_program.set_textures(object_textures);
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raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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if (scene.getDenoise().enabled)
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shaderDenoise(denoising_program, scene.getDenoise(), textures);
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window.imGuiNewFrame();
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glUseProgram(shader.getProgram());
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shader.drawTriangles();
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render_program.use();
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drawScreenTriangle(VAO, textures[0], render_program.getProgram());
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window.imGuiRender();
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window.imGuiRender(raytracing_program);
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window.display();
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window.pollEvents();
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glClearTexImage(shader.getNormalTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glClearTexImage(shader.getPositionTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glClearTexImage(textures[3], 0, GL_RGBA, GL_FLOAT, nullptr);
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glClearTexImage(textures[4], 0, GL_RGBA, GL_FLOAT, nullptr);
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}
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ImGui_ImplOpenGL3_Shutdown();
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