~ | Working atrous algorithm

This commit is contained in:
TheRedShip
2025-02-08 21:43:49 +01:00
parent cbc2550d78
commit 39196a00ff
12 changed files with 121 additions and 39 deletions

View File

@ -145,10 +145,12 @@ int main(int argc, char **argv)
glUseProgram(shader.getProgramComputeDenoising());
glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
for (int pass = 0; pass < 1; ++pass)
for (int pass = 0; pass < 4; ++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);
}

View File

@ -137,7 +137,7 @@ void Shader::attach(void)
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_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_accumulation_texture);
glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
@ -156,6 +156,24 @@ void Shader::attach(void)
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);
}
void Shader::checkCompileErrors(GLuint shader)