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

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@ -46,9 +46,10 @@ IMGUI_SRCS := imgui/imgui.cpp \
imgui/imgui_impl_glfw.cpp \
imgui/imgui_impl_opengl3.cpp
ALL_SRCS := $(IMGUI_SRCS) \
RT.cpp gl.cpp \
ALL_SRCS := $(IMGUI_SRCS) gl.cpp \
RT.cpp RT_utils.cpp \
class/Window.cpp \
class/ShaderProgram.cpp \
class/Shader.cpp \
class/Camera.cpp \
class/Scene.cpp \

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@ -29,6 +29,6 @@ Pos=1556,610
Size=284,382
[Window][Settings]
Pos=1582,12
Pos=1616,42
Size=340,941

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@ -31,6 +31,7 @@
# include "imgui/imgui_impl_glfw.h"
# include "imgui/imgui_impl_opengl3.h"
# include <filesystem>
# include <algorithm>
# include <string.h>
# include <iostream>
@ -58,10 +59,12 @@ struct Vertex {
# include "objects/Portal.hpp"
# include "objects/Cylinder.hpp"
# include "Buffer.hpp"
# include "Arguments.hpp"
# include "Camera.hpp"
# include "Renderer.hpp"
# include "Window.hpp"
# include "ShaderProgram.hpp"
# include "Shader.hpp"
# include "Scene.hpp"
# include "SceneParser.hpp"

54
includes/RT/Buffer.hpp Normal file
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@ -0,0 +1,54 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Buffer.hpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/12 23:45:57 by TheRed #+# #+# */
/* Updated: 2025/02/12 23:45:57 by TheRed ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef BUFFER_HPP
# define BUFFER_HPP
# include "RT.hpp"
class Buffer
{
public:
enum Type
{
SSBO,
UBO
};
Buffer(Type type, GLuint binding_point, GLuint size, const void *data)
: _type(type), _binding_point(binding_point)
{
glGenBuffers(1, &_buffer_id);
glBindBuffer(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, _buffer_id);
glBufferData(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW);
glBindBufferBase(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, _binding_point, _buffer_id);
glBindBuffer(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, 0);
}
~Buffer() { glDeleteBuffers(1, &_buffer_id); }
void update(const void *data, GLuint size)
{
glBindBuffer(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, _buffer_id);
glBufferSubData(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, 0, size, data);
glBindBuffer(_type == SSBO ? GL_SHADER_STORAGE_BUFFER : GL_UNIFORM_BUFFER, 0);
}
GLuint getID() const { return _buffer_id; }
private:
Type _type;
GLuint _buffer_id;
GLuint _binding_point;
};
#endif

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@ -38,7 +38,7 @@ class Renderer
public:
Renderer(Scene *scene, Window *win, Arguments &args);
void update(Shader &shader);
void update(GLuint &texture);
void renderImgui(void);
int rendering(void) const;
@ -66,7 +66,7 @@ class Renderer
void initRender();
void fillGoodCodecList(std::vector<AVCodecID> &lst);
void updateAvailableCodecs(int mode, AVCodecID id);
void addImageToRender(Shader &shader);
void addImageToRender(GLuint &texture);
void endRender(void);

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 18:10:10 by TheRed #+# #+# */
/* Updated: 2025/02/02 19:42:13 by ycontre ### ########.fr */
/* Updated: 2025/02/13 19:10:11 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -18,56 +18,30 @@
class Shader
{
public:
Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath);
Shader(GLenum type, const std::string &file_path);
~Shader(void);
void attach(void);
void setupVertexBuffer();
void drawTriangles();
void flipOutputDenoising(bool pass);
void compile(void);
void reload();
// void setBool(const std::string &name, bool value) const;
void set_int(const std::string &name, int value) const;
void set_float(const std::string &name, float value) const;
void set_vec2(const std::string &name, const glm::vec2 &value) const;
void set_vec3(const std::string &name, const glm::vec3 &value) const;
// void setVec4(const std::string &name, const RT::Vec4f &value) const;
void set_mat4(const std::string &name, const glm::mat4 &value) const;
bool hasChanged();
void set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids);
GLuint getProgram(void) const;
GLuint getProgramCompute(void) const;
GLuint getProgramComputeDenoising(void) const;
GLuint getNormalTexture(void) const;
GLuint getPositionTexture(void) const;
std::vector<float> getOutputImage(void);
void setDefine(const std::string &name, const std::string &value);
GLuint getShader(void) const;
const std::string &getFilePath(void) const;
private:
GLuint _screen_VAO, _screen_VBO;
void checkCompileErrors();
GLuint _program;
GLuint _program_compute;
GLuint _program_denoising;
std::map<std::string, std::string> _defines;
GLuint _output_texture;
GLuint _accumulation_texture;
GLuint _denoising_texture;
GLuint _normal_texture;
GLuint _position_texture;
GLenum _type;
GLuint _shader_id;
std::string _file_path;
GLuint _vertex;
GLuint _fragment;
GLuint _compute;
GLuint _denoising;
size_t _size;
void checkCompileErrors(unsigned int shader);
std::unordered_map<std::string, std::filesystem::file_time_type> _files_timestamps;
};
#endif

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@ -0,0 +1,52 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ShaderProgram.hpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/12 22:22:17 by TheRed #+# #+# */
/* Updated: 2025/02/13 19:10:15 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef SHADERPROGRAM_HPP
# define SHADERPROGRAM_HPP
# include "RT.hpp"
class ShaderProgram
{
public:
ShaderProgram();
~ShaderProgram(void);
void attachShader(Shader *shader);
void clearShaders();
void link(void);
void use(void);
void dispathCompute(GLuint x, GLuint y, GLuint z);
void bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const;
void watchForChanges(void);
void reloadShaders(void);
void set_int(const std::string &name, int value) const;
void set_float(const std::string &name, float value) const;
void set_vec2(const std::string &name, const glm::vec2 &value) const;
void set_textures(std::map<std::string, std::vector<GLuint>> texture_ids);
void set_define(const std::string &name, const std::string &value);
GLuint getProgram(void) const;
private:
std::vector<Shader *> _shaders;
GLuint _program;
};
#endif

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@ -16,6 +16,7 @@
# include "RT.hpp"
class Scene;
class ShaderProgram;
class Window
{
@ -35,7 +36,7 @@ class Window
static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
void imGuiNewFrame();
void imGuiRender();
void imGuiRender(ShaderProgram &raytracing_program);
GLFWwindow *getWindow(void) const;
float getFps(void) const;
@ -47,7 +48,7 @@ class Window
void setFrameCount(int nb);
void rendererUpdate(Shader &shader);
void rendererUpdate(GLuint &texture);
private:
GLFWwindow *_window;
Scene *_scene;

View File

@ -52,7 +52,6 @@ class Portal : public Object
_rotation = glm::mat3(right, up, forward);
_normal = forward * (_invert_normal ? -1.0f : 1.0f);
std::cout << glm::to_string(_normal) << std::endl;
_linked_portal = -1;
_mat_index = mat_index;

View File

@ -1,278 +1,5 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
layout(binding = 1, rgba32f) uniform image2D accumulation_image;
layout(binding = 3, rgba32f) uniform image2D normal_texture;
layout(binding = 4, rgba32f) uniform image2D position_texture;
struct GPUObject {
mat4 rotation;
vec3 position; // 12 + 4
vec3 normal; // 12 + 4
vec3 vertex1; // 12 + 4
vec3 vertex2; // 12 + 4
float radius; // 4
int mat_index; // 4
int type; // 4
};
struct GPUTriangle
{
vec3 position;
vec3 vertex1;
vec3 vertex2;
vec3 normal;
vec2 texture_vertex1;
vec2 texture_vertex2;
vec2 texture_vertex3;
int mat_index;
};
struct GPUMaterial
{
vec3 color; // 12 + 4
float emission; // 4
float roughness; // 4
float metallic; // 4
float refraction; // 4
int type; // 4
int texture_index; // 4
int emission_texture_index; // 4
};
struct GPUCamera
{
mat4 view_matrix;
vec3 position;
float aperture_size;
float focus_distance;
float fov;
int bounce;
};
struct GPUVolume
{
vec3 sigma_a; // absorption coefficient
vec3 sigma_s; // scattering coefficient
vec3 sigma_t; // extinction coefficient
float g; // phase function parameter
int enabled;
};
struct GPUBvhData
{
mat4 transform;
mat4 inv_transform;
vec3 offset;
float scale;
int bvh_start_index;
int triangle_start_index;
};
struct GPUBvh
{
vec3 min;
vec3 max;
int index;
int primitive_count;
};
layout(std430, binding = 1) buffer ObjectBuffer
{
GPUObject objects[];
};
layout(std430, binding = 2) buffer TriangleBuffer
{
GPUTriangle triangles[];
};
layout(std430, binding = 3) buffer BvhDataBuffer
{
GPUBvhData BvhData[];
};
layout(std430, binding = 4) buffer BvhBuffer
{
GPUBvh Bvh[];
};
layout(std430, binding = 5) buffer MaterialBuffer
{
GPUMaterial materials[];
};
layout(std430, binding = 6) buffer LightsBuffer
{
int lightsIndex[];
};
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
};
layout(std140, binding = 1) uniform VolumeData
{
GPUVolume volume;
};
uniform int u_objectsNum;
uniform int u_bvhNum;
uniform int u_lightsNum;
uniform vec2 u_resolution;
uniform int u_pixelisation;
uniform int u_frameCount;
uniform float u_time;
struct Ray
{
vec3 origin;
vec3 direction;
vec3 inv_direction;
};
struct hitInfo
{
float t;
float last_t;
vec3 normal;
vec3 position;
int obj_index;
int mat_index;
int obj_type;
float u;
float v;
};
#include "shaders/random.glsl"
#include "shaders/intersect.glsl"
#include "shaders/scatter.glsl"
#include "shaders/light.glsl"
#include "shaders/volumetric.glsl"
#include "shaders/trace.glsl"
vec3 pathtrace(Ray ray, inout uint rng_state)
{
vec3 color = vec3(1.0);
vec3 light = vec3(0.0);
vec3 transmittance = vec3(1.0);
for (int i = 0; i < camera.bounce; i++)
{
hitInfo hit = traceRay(ray);
#if 0
float t_scatter = 0.0;
bool scatter_valid = bool(volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state));
if (scatter_valid)
{
calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
continue ;
}
#if SHADER_DEBUG
#include "shaders/debug.glsl"
#else
#include "shaders/raytracing.glsl"
#endif
if (hit.obj_index == -1)
{
light += transmittance * GetEnvironmentLight(ray);
break;
}
if (i == 0)
{
imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.normal), 1.0));
imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.position), 1.0));
}
float p = max(color.r, max(color.g, color.b));
if (randomValue(rng_state) >= p) break;
color /= max(p, 0.001);
GPUMaterial mat = materials[hit.mat_index];
calculateLightColor(mat, hit, color, light, rng_state);
if (mat.emission > 0.0 && mat.emission_texture_index == -1)
break;
ray = newRay(hit, ray, rng_state);
ray.inv_direction = 1.0 / ray.direction;
}
return color * light;
}
Ray initRay(vec2 uv, inout uint rng_state)
{
float focal_length = 1.0 / tan(radians(camera.fov) / 2.0);
vec3 origin = camera.position;
vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
vec3 right = vec3(camera.view_matrix[0][0], camera.view_matrix[1][0], camera.view_matrix[2][0]);
vec3 up = vec3(camera.view_matrix[0][1], camera.view_matrix[1][1], camera.view_matrix[2][1]);
vec3 focal_point = origin + ray_direction * camera.focus_distance;
float r = sqrt(randomValue(rng_state));
float theta = 2.0 * M_PI * randomValue(rng_state);
vec2 lens_point = camera.aperture_size * r * vec2(cos(theta), sin(theta));
origin += right * lens_point.x + up * lens_point.y;
ray_direction = normalize(focal_point - origin);
return (Ray(origin, ray_direction, 1.0 / ray_direction));
}
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0))
return;
uint rng_state = uint(u_resolution.x) * uint(pixel_coords.y) + uint(pixel_coords.x);
rng_state = rng_state + u_frameCount * 719393;
vec2 jitter = randomPointInCircle(rng_state) * 1;
vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y;
Ray ray = initRay(uv, rng_state);
vec3 color = pathtrace(ray, rng_state);
float blend = 1.0 / float(u_frameCount + 1);
vec4 accum = imageLoad(accumulation_image, pixel_coords);
accum.rgb = mix(accum.rgb, color, blend);
accum.a = 1.0;
imageStore(accumulation_image, pixel_coords, accum);
vec4 final_color = vec4(sqrt(accum.r), sqrt(accum.g), sqrt(accum.b), accum.a);
for (int y = 0; y < u_pixelisation; y++)
for (int x = 0; x < u_pixelisation; x++)
imageStore(output_image, pixel_coords + ivec2(x, y), final_color);
}

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@ -1,8 +1,5 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
layout(binding = 1, rgba32f) uniform image2D accumulation_image;
struct GPUCamera
{
@ -121,6 +118,7 @@ struct hitInfo
vec3 position;
int obj_index;
int mat_index;
int obj_type;
float u;
float v;
@ -134,21 +132,31 @@ struct Stats
#include "shaders/intersect.glsl"
int traceRay(Ray ray)
hitInfo traceScene(Ray ray)
{
int num_hit;
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
num_hit = 0;
for (int i = 0; i < u_objectsNum; i++)
{
GPUObject obj = objects[i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit))
num_hit++;
if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.obj_index = i;
hit.obj_type = obj.type;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
return (num_hit);
return (hit);
}
hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
@ -238,16 +246,27 @@ hitInfo traverseBVHs(Ray ray, inout Stats stats)
hitInfo temp_hit = traceBVH(transformedRay, BvhData[i], stats);
temp_hit.t = temp_hit.t / bvh_data.scale;
if (temp_hit.t < hit.t)
float transformed_t = temp_hit.t / bvh_data.scale;
if (transformed_t < hit.t)
{
hit.t = temp_hit.t;
GPUTriangle triangle = triangles[temp_hit.obj_index];
hit.u = temp_hit.u;
hit.v = temp_hit.v;
hit.t = transformed_t;
hit.obj_index = temp_hit.obj_index;
hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
hit.mat_index = triangle.mat_index;
vec3 position = transformedRay.origin + transformedRay.direction * temp_hit.t;
hit.position = inverseTransformMatrix * position + bvh_data.offset;
vec3 based_normal = triangle.normal * sign(-dot(transformedRay.direction, triangle.normal));
hit.normal = normalize(inverseTransformMatrix * based_normal);
}
}
hit.obj_type = 3;
return (hit);
}
@ -263,12 +282,23 @@ Ray initRay(vec2 uv)
return (Ray(origin, ray_direction, (1.0 / ray_direction)));
}
hitInfo trace(Ray ray, inout Stats stats)
{
hitInfo hitBVH;
hitInfo hitScene;
hitInfo hit;
hitBVH = traverseBVHs(ray, stats);
hitScene = traceScene(ray);
return (hitBVH.t < hitScene.t ? hitBVH : hitScene);
}
vec3 debugColor(vec2 uv)
{
Ray ray = initRay(uv);
Stats stats = Stats(0, 0);
hitInfo hit = traverseBVHs(ray, stats);
hitInfo hit = trace(ray, stats);
float box_display = float(stats.box_count) / float(debug.box_treshold);
float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);

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@ -1,11 +1,9 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D read_texture;
layout(binding = 2, rgba32f) uniform image2D write_texture;
layout(binding = 3, rgba32f) uniform image2D position_texture;
layout(binding = 4, rgba32f) uniform image2D normal_texture;
layout(binding = 3, rgba32f) uniform image2D normal_texture;
layout(binding = 4, rgba32f) uniform image2D position_texture;
uniform vec2 u_resolution;
@ -32,6 +30,7 @@ void main()
float totalWeight = 0.;
vec4 color = vec4(vec3(0.), 1.0);
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)

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@ -1,9 +1,9 @@
#version 430 core
in vec2 TexCoords;
out vec4 FragColor;
uniform sampler2D screenTexture;
void main() {
// FragColor = imageLoad(screenTexture, ivec2(gl_FragCoord.xy));
FragColor = texture(screenTexture, TexCoords);
}

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@ -2,7 +2,7 @@ hitInfo traceRay(inout Ray ray);
vec3 GetEnvironmentLight(Ray ray)
{
return vec3(0.);
// return vec3(0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1.;

277
shaders/raytracing.glsl Normal file
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@ -0,0 +1,277 @@
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
layout(binding = 1, rgba32f) uniform image2D accumulation_image;
layout(binding = 3, rgba32f) uniform image2D normal_texture;
layout(binding = 4, rgba32f) uniform image2D position_texture;
struct GPUObject {
mat4 rotation;
vec3 position; // 12 + 4
vec3 normal; // 12 + 4
vec3 vertex1; // 12 + 4
vec3 vertex2; // 12 + 4
float radius; // 4
int mat_index; // 4
int type; // 4
};
struct GPUTriangle
{
vec3 position;
vec3 vertex1;
vec3 vertex2;
vec3 normal;
vec2 texture_vertex1;
vec2 texture_vertex2;
vec2 texture_vertex3;
int mat_index;
};
struct GPUMaterial
{
vec3 color; // 12 + 4
float emission; // 4
float roughness; // 4
float metallic; // 4
float refraction; // 4
int type; // 4
int texture_index; // 4
int emission_texture_index; // 4
};
struct GPUCamera
{
mat4 view_matrix;
vec3 position;
float aperture_size;
float focus_distance;
float fov;
int bounce;
};
struct GPUVolume
{
vec3 sigma_a; // absorption coefficient
vec3 sigma_s; // scattering coefficient
vec3 sigma_t; // extinction coefficient
float g; // phase function parameter
int enabled;
};
struct GPUBvhData
{
mat4 transform;
mat4 inv_transform;
vec3 offset;
float scale;
int bvh_start_index;
int triangle_start_index;
};
struct GPUBvh
{
vec3 min;
vec3 max;
int index;
int primitive_count;
};
layout(std430, binding = 1) buffer ObjectBuffer
{
GPUObject objects[];
};
layout(std430, binding = 2) buffer TriangleBuffer
{
GPUTriangle triangles[];
};
layout(std430, binding = 3) buffer BvhDataBuffer
{
GPUBvhData BvhData[];
};
layout(std430, binding = 4) buffer BvhBuffer
{
GPUBvh Bvh[];
};
layout(std430, binding = 5) buffer MaterialBuffer
{
GPUMaterial materials[];
};
layout(std430, binding = 6) buffer LightsBuffer
{
int lightsIndex[];
};
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
};
layout(std140, binding = 1) uniform VolumeData
{
GPUVolume volume;
};
uniform int u_objectsNum;
uniform int u_bvhNum;
uniform int u_lightsNum;
uniform vec2 u_resolution;
uniform int u_pixelisation;
uniform int u_frameCount;
uniform float u_time;
struct Ray
{
vec3 origin;
vec3 direction;
vec3 inv_direction;
};
struct hitInfo
{
float t;
float last_t;
vec3 normal;
vec3 position;
int obj_index;
int mat_index;
int obj_type;
float u;
float v;
};
#include "shaders/random.glsl"
#include "shaders/intersect.glsl"
#include "shaders/scatter.glsl"
#include "shaders/light.glsl"
#include "shaders/volumetric.glsl"
#include "shaders/trace.glsl"
vec3 pathtrace(Ray ray, inout uint rng_state)
{
vec3 color = vec3(1.0);
vec3 light = vec3(0.0);
vec3 transmittance = vec3(1.0);
for (int i = 0; i < camera.bounce; i++)
{
hitInfo hit = traceRay(ray);
#if SHADER_FOG
float t_scatter = 0.0;
bool scatter_valid = bool(volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state));
if (scatter_valid)
{
calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
continue ;
}
#endif
if (hit.obj_index == -1)
{
light += transmittance * GetEnvironmentLight(ray);
break;
}
if (i == 0)
{
imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.normal), 1.0));
imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.position), 1.0));
}
float p = max(color.r, max(color.g, color.b));
if (randomValue(rng_state) >= p) break;
color /= max(p, 0.001);
GPUMaterial mat = materials[hit.mat_index];
calculateLightColor(mat, hit, color, light, rng_state);
if (mat.emission > 0.0 && mat.emission_texture_index == -1)
break;
ray = newRay(hit, ray, rng_state);
ray.inv_direction = 1.0 / ray.direction;
}
return color * light;
}
Ray initRay(vec2 uv, inout uint rng_state)
{
float focal_length = 1.0 / tan(radians(camera.fov) / 2.0);
vec3 origin = camera.position;
vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
vec3 right = vec3(camera.view_matrix[0][0], camera.view_matrix[1][0], camera.view_matrix[2][0]);
vec3 up = vec3(camera.view_matrix[0][1], camera.view_matrix[1][1], camera.view_matrix[2][1]);
vec3 focal_point = origin + ray_direction * camera.focus_distance;
float r = sqrt(randomValue(rng_state));
float theta = 2.0 * M_PI * randomValue(rng_state);
vec2 lens_point = camera.aperture_size * r * vec2(cos(theta), sin(theta));
origin += right * lens_point.x + up * lens_point.y;
ray_direction = normalize(focal_point - origin);
return (Ray(origin, ray_direction, 1.0 / ray_direction));
}
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0))
return;
uint rng_state = uint(u_resolution.x) * uint(pixel_coords.y) + uint(pixel_coords.x);
rng_state = rng_state + u_frameCount * 719393;
vec2 jitter = randomPointInCircle(rng_state) * 1;
vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y;
Ray ray = initRay(uv, rng_state);
vec3 color = pathtrace(ray, rng_state);
float blend = 1.0 / float(u_frameCount + 1);
vec4 accum = imageLoad(accumulation_image, pixel_coords);
accum.rgb = mix(accum.rgb, color, blend);
accum.a = 1.0;
imageStore(accumulation_image, pixel_coords, accum);
vec4 final_color = vec4(sqrt(accum.r), sqrt(accum.g), sqrt(accum.b), accum.a);
for (int y = 0; y < u_pixelisation; y++)
for (int x = 0; x < u_pixelisation; x++)
imageStore(output_image, pixel_coords + ivec2(x, y), final_color);
}

View File

@ -1,4 +1,3 @@
#version 430 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aTexCoord;

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);
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);
std::vector<Buffer *> buffers = createDataOnGPU(scene);
if (!scene.loadTextures())
return (1);
shader.attach();
shader.setupVertexBuffer();
return (-1);
while (!window.shouldClose())
{
window.updateDeltaTime();
glUseProgram(shader.getProgramCompute());
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);
}
updateDataOnGPU(scene, buffers);
window.rendererUpdate(textures[0]);
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();

144
srcs/RT_utils.cpp Normal file
View File

@ -0,0 +1,144 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* RT_utils.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/12 23:21:09 by TheRed #+# #+# */
/* Updated: 2025/02/12 23:21:09 by TheRed ### ########.fr */
/* */
/* ************************************************************************** */
#include "RT.hpp"
void setupScreenTriangle(GLuint *VAO)
{
GLuint VBO;
Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
size_t size = sizeof(vertices) / sizeof(Vertex) / 3; // size 1
glGenVertexArrays(1, VAO);
glBindVertexArray(*VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
// Texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, output_texture);
glUniform1i(glGetUniformLocation(program, "screenTexture"), 0);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 1 * 3); // size 1
}
std::vector<GLuint> generateTextures(unsigned int textures_count)
{
std::vector<GLuint> textures(textures_count);
glGenTextures(textures_count, textures.data());
for (unsigned int i = 0; i < textures_count; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(i, textures[i], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
}
return (textures);
}
std::vector<Buffer *> createDataOnGPU(Scene &scene)
{
GLint max_gpu_size;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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();
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;
std::vector<Buffer *> buffers;
buffers.push_back(new Buffer(Buffer::Type::SSBO, 1, sizeof(GPUObject) * object_data.size(), object_data.data()));
buffers.push_back(new Buffer(Buffer::Type::SSBO, 2, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data()));
buffers.push_back(new Buffer(Buffer::Type::SSBO, 3, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data()));
buffers.push_back(new Buffer(Buffer::Type::SSBO, 4, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data()));
buffers.push_back(new Buffer(Buffer::Type::SSBO, 5, sizeof(GPUMaterial) * material_data.size(), nullptr));
buffers.push_back(new Buffer(Buffer::Type::SSBO, 6, scene.getGPULights().size() * sizeof(int), nullptr));
buffers.push_back(new Buffer(Buffer::Type::UBO, 0, sizeof(GPUCamera), nullptr));
buffers.push_back(new Buffer(Buffer::Type::UBO, 1, sizeof(GPUVolume), nullptr));
buffers.push_back(new Buffer(Buffer::Type::UBO, 2, sizeof(GPUDebug), nullptr));
return (buffers);
}
void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers)
{
const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
const std::set<int> &gpu_lights = scene.getGPULights();
std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
buffers[4]->update(material_data.data(), sizeof(GPUMaterial) * material_data.size());
buffers[5]->update(gpu_lights_array.data(), gpu_lights.size() * sizeof(int));
GPUCamera camera_data = scene.getCamera()->getGPUData();
buffers[6]->update(&camera_data, sizeof(GPUCamera));
buffers[7]->update(&scene.getVolume(), sizeof(GPUVolume));
buffers[8]->update(&scene.getDebug(), sizeof(GPUDebug));
}
void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures)
{
denoising_program.use();
denoising_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
denoising_program.set_float("u_c_phi", denoise.c_phi);
denoising_program.set_float("u_p_phi", denoise.p_phi);
denoising_program.set_float("u_n_phi", denoise.n_phi);
int output_texture = 0;
int denoising_texture = 2;
for (int pass = 0; pass < denoise.pass ; ++pass)
{
glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glBindImageTexture(2, textures[denoising_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
denoising_program.set_int("u_pass", pass);
denoising_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
std::swap(output_texture, denoising_texture);
}
glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
}

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Renderer.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
/* Updated: 2025/02/07 23:24:53 by tomoron ### ########.fr */
/* Updated: 2025/02/13 19:03:34 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -300,14 +300,17 @@ void Renderer::initRender(void)
SWS_BILINEAR, nullptr, nullptr, nullptr);
}
void Renderer::addImageToRender(Shader &shader)
void Renderer::addImageToRender(GLuint &texture)
{
std::vector<float> image;
std::vector<float> image(WIDTH * HEIGHT * 4);
AVPacket *pkt;
long int videoFrameOffset;
long int outputImageOffset;
image = shader.getOutputImage();
glBindTexture(GL_TEXTURE_2D, texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, image.data());
glBindTexture(GL_TEXTURE_2D, 0);
for (int x = 0; x < WIDTH; x++)
{
@ -400,7 +403,7 @@ void Renderer::addPoint(float time)
_path.insert(pos, newPoint);
}
void Renderer::update(Shader &shader)
void Renderer::update(GLuint &texture)
{
double curTime;
@ -421,7 +424,7 @@ void Renderer::update(Shader &shader)
if(!_testMode)
{
addImageToRender(shader);
addImageToRender(texture);
_frameCount++;
}
makeMovement(curTime - _curSplitStart, curTime);

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
/* Updated: 2025/02/04 16:43:33 by tomoron ### ########.fr */
/* Updated: 2025/02/13 18:13:58 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
/* Updated: 2025/02/06 19:48:22 by ycontre ### ########.fr */
/* Updated: 2025/02/13 18:59:18 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -16,12 +16,12 @@
#include <stdlib.h>
#include <string.h>
const char *loadFileWithIncludes(const std::string& path)
std::stringstream loadFileWithIncludes(const std::string& path, std::vector<std::string> &included_files)
{
std::ifstream file(path);
if (!file.is_open()) {
std::cerr << "Failed to open file: " << path << std::endl;
return "";
return std::stringstream();
}
std::stringstream fileContent;
@ -36,7 +36,9 @@ const char *loadFileWithIncludes(const std::string& path)
if (start != std::string::npos && end != std::string::npos && end > start)
{
std::string includePath = line.substr(start + 1, end - start - 1);
std::string includedContent = loadFileWithIncludes(includePath);
included_files.push_back(includePath);
std::string includedContent = loadFileWithIncludes(includePath, included_files).str();
fileContent << includedContent << "\n";
}
}
@ -44,7 +46,7 @@ const char *loadFileWithIncludes(const std::string& path)
fileContent << line << "\n";
}
return strdup(fileContent.str().c_str());
return (fileContent);
}
@ -61,263 +63,86 @@ void printWithLineNumbers(const char *str)
std::cout << lineNumber++ << ": " << line << std::endl;
}
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath)
Shader::Shader(GLenum type, const std::string &file_path)
{
const char *vertexCode = loadFileWithIncludes(vertexPath);
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
const char *denoisingCode = loadFileWithIncludes(denoisingPath);
_type = type;
_file_path = file_path;
_shader_id = 0;
// printWithLineNumbers(computeCode);
_vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertex, 1, &vertexCode, NULL);
glCompileShader(_vertex);
checkCompileErrors(_vertex);
_fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_fragment, 1, &fragmentCode, NULL);
glCompileShader(_fragment);
checkCompileErrors(_fragment);
_compute = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_compute, 1, &computeCode, NULL);
glCompileShader(_compute);
checkCompileErrors(_compute);
_denoising = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_denoising, 1, &denoisingCode, NULL);
glCompileShader(_denoising);
checkCompileErrors(_denoising);
this->compile();
}
Shader::~Shader(void)
{
glDeleteShader(_vertex);
glDeleteShader(_fragment);
glDeleteShader(_compute);
glDeleteProgram(_program);
glDeleteProgram(_program_compute);
glDeleteProgram(_denoising);
}
void Shader::attach(void)
void Shader::compile()
{
_program = glCreateProgram();
_program_compute = glCreateProgram();
_program_denoising = glCreateProgram();
_shader_id = glCreateShader(_type);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
std::vector<std::string> files;
files.push_back(_file_path);
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
std::string shader_code = loadFileWithIncludes(_file_path, files).str();
for (auto &file : files)
_files_timestamps[file] = std::filesystem::last_write_time(file);
glAttachShader(_program_compute, _compute);
for (auto &define : _defines)
shader_code = "#define SHADER_" + define.first + " " + define.second + "\n" + shader_code;
shader_code = "#version 430\n" + shader_code;
glAttachShader(_program_denoising, _denoising);
const char *shader_code_cstr = shader_code.c_str();
// printWithLineNumbers(shader_code_cstr);
glLinkProgram(_program);
glLinkProgram(_program_compute);
glLinkProgram(_program_denoising);
glShaderSource(_shader_id, 1, &shader_code_cstr, NULL);
glCompileShader(_shader_id);
glGenTextures(1, &_output_texture);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_accumulation_texture);
glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(1, _accumulation_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_denoising_texture);
glBindTexture(GL_TEXTURE_2D, _denoising_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_normal_texture);
glBindTexture(GL_TEXTURE_2D, _normal_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(3, _normal_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_position_texture);
glBindTexture(GL_TEXTURE_2D, _position_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(4, _position_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
this->checkCompileErrors();
}
void Shader::checkCompileErrors(GLuint shader)
bool Shader::hasChanged()
{
for (auto &file : _files_timestamps)
{
if (std::filesystem::last_write_time(file.first) != file.second)
{
_files_timestamps[file.first] = std::filesystem::last_write_time(file.first);
return (true);
}
}
return (false);
}
void Shader::reload()
{
glDeleteShader(_shader_id);
this->compile();
}
void Shader::checkCompileErrors()
{
GLint success;
GLchar infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(_shader_id, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
glGetShaderInfoLog(_shader_id, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
void Shader::setupVertexBuffer()
void Shader::setDefine(const std::string &name, const std::string &value)
{
Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
_size = sizeof(vertices) / sizeof(Vertex) / 3;
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, _size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
// Texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
_defines[name] = value;
}
void Shader::drawTriangles()
GLuint Shader::getShader(void) const
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, _size * 3);
return (_shader_id);
}
void Shader::flipOutputDenoising(bool pass)
const std::string &Shader::getFilePath(void) const
{
if (pass)
{
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
else
{
glBindImageTexture(0, _denoising_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
}
void Shader::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_float(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
{
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids)
{
for (size_t i = 0; i < texture_ids.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
std::string uniform_name = "textures[" + std::to_string(i) + "]";
// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
}
size_t start_texture = texture_ids.size();
for (size_t i = 0; i < emissive_texture_ids.size(); i++)
{
GLuint currentUnit = start_texture + i;
glActiveTexture(GL_TEXTURE0 + currentUnit);
glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
// std::cout << "Loading emissive texture " << uniform_name << " (" << emissive_texture_ids[i] << ") at unit " << currentUnit << std::endl;
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
}
}
GLuint Shader::getProgram(void) const
{
return (_program);
}
GLuint Shader::getProgramCompute(void) const
{
return (_program_compute);
}
GLuint Shader::getProgramComputeDenoising(void) const
{
return (_program_denoising);
}
GLuint Shader::getNormalTexture(void) const
{
return (_normal_texture);
}
GLuint Shader::getPositionTexture(void) const
{
return (_position_texture);
}
std::vector<float> Shader::getOutputImage(void)
{
std::vector<float> res(WIDTH * HEIGHT * 4);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, res.data());
glBindTexture(GL_TEXTURE_2D, 0);
return (res);
return (_file_path);
}

View File

@ -0,0 +1,141 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ShaderProgram.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/12 22:21:46 by TheRed #+# #+# */
/* Updated: 2025/02/13 19:16:44 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "ShaderProgram.hpp"
ShaderProgram::ShaderProgram()
{
_program = glCreateProgram();
}
ShaderProgram::~ShaderProgram(void)
{
glDeleteProgram(_program);
}
void ShaderProgram::attachShader(Shader *shader)
{
_shaders.push_back(shader);
glAttachShader(_program, shader->getShader());
}
void ShaderProgram::clearShaders()
{
for (Shader *shader : _shaders)
glDetachShader(_program, shader->getShader());
_shaders.clear();
}
void ShaderProgram::link()
{
glLinkProgram(_program);
GLint success;
glGetProgramiv(_program, GL_LINK_STATUS, &success);
if (!success)
{
GLchar infoLog[512];
glGetProgramInfoLog(_program, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
}
void ShaderProgram::use()
{
glUseProgram(_program);
this->watchForChanges();
}
void ShaderProgram::dispathCompute(GLuint x, GLuint y, GLuint z)
{
this->use();
glDispatchCompute(x, y, z);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void ShaderProgram::bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const
{
glBindImageTexture(unit, texture_id, 0, GL_FALSE, 0, access, format);
}
void ShaderProgram::watchForChanges(void)
{
for (Shader *shader : _shaders)
{
if (shader->hasChanged())
{
std::cout << "Shader " << shader->getFilePath() << " has changed" << std::endl;
this->reloadShaders();
break;
}
}
}
void ShaderProgram::reloadShaders(void)
{
std::cout << "Reloading shaders" << std::endl;
for (Shader *shader : _shaders)
{
glDetachShader(_program, shader->getShader());
shader->reload();
glAttachShader(_program, shader->getShader());
}
this->link();
}
void ShaderProgram::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program, name.c_str()), value);
}
void ShaderProgram::set_float(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(_program, name.c_str()), value);
}
void ShaderProgram::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
}
void ShaderProgram::set_textures(std::map<std::string, std::vector<GLuint>> texture_ids)
{
size_t start_texture = 0;
for (auto it = texture_ids.begin(); it != texture_ids.end(); it++)
{
for (unsigned int i = 0; i < it->second.size(); i++)
{
GLuint current_unit = start_texture + i;
glActiveTexture(GL_TEXTURE0 + current_unit);
glBindTexture(GL_TEXTURE_2D, it->second[i]);
std::string uniform_name = it->first + "[" + std::to_string(i) + "]";
// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
glUniform1i(glGetUniformLocation(_program, uniform_name.c_str()), current_unit);
}
start_texture = it->second.size();
}
}
void ShaderProgram::set_define(const std::string &name, const std::string &value)
{
for (Shader *shader : _shaders)
shader->setDefine(name, value);
}
GLuint ShaderProgram::getProgram(void) const
{
return (_program);
}

View File

@ -172,9 +172,9 @@ bool Window::shouldClose()
return glfwWindowShouldClose(_window) || _renderer->shouldClose();
}
void Window::rendererUpdate(Shader &shader)
void Window::rendererUpdate(GLuint &texture)
{
_renderer->update(shader);
_renderer->update(texture);
}
void Window::imGuiNewFrame()
@ -184,7 +184,7 @@ void Window::imGuiNewFrame()
ImGui::NewFrame();
}
void Window::imGuiRender()
void Window::imGuiRender(ShaderProgram &raytracing_program)
{
bool has_changed = false;
@ -253,7 +253,12 @@ void Window::imGuiRender()
if (ImGui::CollapsingHeader("Fog"))
{
has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getVolume().enabled));
if (ImGui::Checkbox("Enable##0", (bool *)(&_scene->getVolume().enabled)))
{
raytracing_program.set_define("FOG", std::to_string(_scene->getVolume().enabled));
raytracing_program.reloadShaders();
has_changed = true;
}
ImGui::Separator();
if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1))
@ -274,9 +279,7 @@ void Window::imGuiRender()
if (ImGui::CollapsingHeader("Denoiser"))
{
ImGui::PushID(0);
ImGui::Checkbox("Enable", (bool *)(&_scene->getDenoise().enabled));
ImGui::Checkbox("Enable##1", (bool *)(&_scene->getDenoise().enabled));
ImGui::Separator();
if (ImGui::SliderInt("Pass", &_scene->getDenoise().pass, 0, 8))
_scene->getDenoise().pass = (_scene->getDenoise().pass / 2) * 2; // make sure it's even
@ -284,21 +287,20 @@ void Window::imGuiRender()
ImGui::SliderFloat("Color diff", &_scene->getDenoise().c_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Position diff", &_scene->getDenoise().p_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Normal diff", &_scene->getDenoise().n_phi, 0.0f, 1.0f);
ImGui::PopID();
}
if (ImGui::CollapsingHeader("Debug"))
{
ImGui::PushID(0);
has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled));
if (ImGui::Checkbox("Enable##2", (bool *)(&_scene->getDebug().enabled)))
{
raytracing_program.set_define("DEBUG", std::to_string(_scene->getDebug().enabled));
raytracing_program.reloadShaders();
has_changed = true;
}
ImGui::Separator();
has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
ImGui::PopID();
}
@ -346,9 +348,9 @@ int Window::getPixelisation(void)
if (mouse || movement)
{
if(_fps < 60 && _pixelisation < 16)
if(_fps < 30 && _pixelisation < 16)
_pixelisation++;
if(_fps > 120 && _pixelisation > 0)
if(_fps > 60 && _pixelisation > 0)
_pixelisation--;
}
else if(_pixelisation)