mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Define system + denoising back
This commit is contained in:
56
srcs/RT.cpp
56
srcs/RT.cpp
@ -18,6 +18,32 @@ 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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{
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denoising_program.use();
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denoising_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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denoising_program.set_float("u_c_phi", denoise.c_phi);
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denoising_program.set_float("u_p_phi", denoise.p_phi);
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denoising_program.set_float("u_n_phi", denoise.n_phi);
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int output_texture = 0;
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int denoising_texture = 2;
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for (int pass = 0; pass < denoise.pass ; ++pass)
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{
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(2, textures[denoising_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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denoising_program.set_int("u_pass", pass);
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denoising_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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std::swap(output_texture, denoising_texture);
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}
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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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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@ -33,20 +59,21 @@ int main(int argc, char **argv)
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GLuint VAO;
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setupScreenTriangle(&VAO);
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std::vector<GLuint> textures = generateTextures(2);
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GLuint output_texture = textures[0];
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std::vector<GLuint> textures = generateTextures(5);
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ShaderProgram raytracing_program;
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Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
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Shader debug = Shader(GL_COMPUTE_SHADER, "shaders/debug.glsl");
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raytracing_program.attachShader(&compute);
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raytracing_program.link();
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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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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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@ -62,15 +89,6 @@ int main(int argc, char **argv)
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glClear(GL_COLOR_BUFFER_BIT);
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updateDataOnGPU(scene, buffers);
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if (scene.getDebug().enabled)
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{
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raytracing_program.clearShaders();
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raytracing_program.attachShader(&debug);
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raytracing_program.link();
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scene.getDebug().enabled = 0;
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}
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raytracing_program.use();
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raytracing_program.set_int("u_frameCount", window.getFrameCount());
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@ -88,15 +106,21 @@ int main(int argc, char **argv)
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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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render_program.use();
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drawScreenTriangle(VAO, output_texture, render_program.getProgram());
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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(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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@ -16,12 +16,12 @@
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#include <stdlib.h>
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#include <string.h>
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const char *loadFileWithIncludes(const std::string& path)
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std::stringstream loadFileWithIncludes(const std::string& path)
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{
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std::ifstream file(path);
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if (!file.is_open()) {
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std::cerr << "Failed to open file: " << path << std::endl;
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return "";
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return std::stringstream();
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}
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std::stringstream fileContent;
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@ -36,7 +36,7 @@ const char *loadFileWithIncludes(const std::string& path)
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if (start != std::string::npos && end != std::string::npos && end > start)
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{
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std::string includePath = line.substr(start + 1, end - start - 1);
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std::string includedContent = loadFileWithIncludes(includePath);
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std::string includedContent = loadFileWithIncludes(includePath).str();
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fileContent << includedContent << "\n";
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}
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}
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@ -44,7 +44,7 @@ const char *loadFileWithIncludes(const std::string& path)
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fileContent << line << "\n";
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}
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return strdup(fileContent.str().c_str());
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return fileContent;
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}
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@ -78,10 +78,16 @@ void Shader::compile()
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{
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_shader_id = glCreateShader(_type);
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const char *shader_code = loadFileWithIncludes(_file_path);
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// printWithLineNumbers(shader_code);
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std::string shader_code = loadFileWithIncludes(_file_path).str();
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glShaderSource(_shader_id, 1, &shader_code, NULL);
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for (auto &define : _defines)
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shader_code = "#define SHADER_" + define.first + " " + define.second + "\n" + shader_code;
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shader_code = "#version 430\n" + shader_code;
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const char *shader_code_cstr = shader_code.c_str();
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// printWithLineNumbers(shader_code_cstr);
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glShaderSource(_shader_id, 1, &shader_code_cstr, NULL);
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glCompileShader(_shader_id);
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this->checkCompileErrors();
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@ -106,6 +112,11 @@ void Shader::checkCompileErrors()
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}
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}
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void Shader::setDefine(const std::string &name, const std::string &value)
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{
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_defines[name] = value;
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}
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GLuint Shader::getShader(void) const
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{
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return (_shader_id);
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@ -115,6 +115,12 @@ void ShaderProgram::set_textures(std::map<std::string, std::vector<GLuint>> text
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}
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}
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void ShaderProgram::set_define(const std::string &name, const std::string &value)
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{
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for (Shader *shader : _shaders)
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shader->setDefine(name, value);
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}
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GLuint ShaderProgram::getProgram(void) const
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{
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return (_program);
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@ -184,7 +184,7 @@ void Window::imGuiNewFrame()
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ImGui::NewFrame();
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}
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void Window::imGuiRender()
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void Window::imGuiRender(ShaderProgram &raytracing_program)
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{
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bool has_changed = false;
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@ -253,7 +253,12 @@ void Window::imGuiRender()
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if (ImGui::CollapsingHeader("Fog"))
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{
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has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getVolume().enabled));
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if (ImGui::Checkbox("Enable", (bool *)(&_scene->getVolume().enabled)))
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{
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raytracing_program.set_define("FOG", std::to_string(_scene->getVolume().enabled));
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raytracing_program.reloadShaders();
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has_changed = true;
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}
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ImGui::Separator();
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if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1))
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@ -292,7 +297,12 @@ void Window::imGuiRender()
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{
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ImGui::PushID(0);
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has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled));
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if (ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled)))
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{
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raytracing_program.set_define("DEBUG", std::to_string(_scene->getDebug().enabled));
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raytracing_program.reloadShaders();
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has_changed = true;
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}
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ImGui::Separator();
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has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
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has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
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