+ | Define system + denoising back

This commit is contained in:
TheRedShip
2025-02-13 23:18:04 +01:00
parent 9b8da6ebd8
commit 4ddacdaadd
14 changed files with 376 additions and 319 deletions

View File

@ -18,6 +18,32 @@ 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)
{
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);
}
int main(int argc, char **argv)
{
Arguments args(argc, argv);
@ -33,20 +59,21 @@ int main(int argc, char **argv)
GLuint VAO;
setupScreenTriangle(&VAO);
std::vector<GLuint> textures = generateTextures(2);
GLuint output_texture = textures[0];
std::vector<GLuint> textures = generateTextures(5);
ShaderProgram raytracing_program;
Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
Shader debug = Shader(GL_COMPUTE_SHADER, "shaders/debug.glsl");
raytracing_program.attachShader(&compute);
raytracing_program.link();
ShaderProgram denoising_program;
Shader denoise = Shader(GL_COMPUTE_SHADER, "shaders/denoising.glsl");
denoising_program.attachShader(&denoise);
denoising_program.link();
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();
@ -62,15 +89,6 @@ int main(int argc, char **argv)
glClear(GL_COLOR_BUFFER_BIT);
updateDataOnGPU(scene, buffers);
if (scene.getDebug().enabled)
{
raytracing_program.clearShaders();
raytracing_program.attachShader(&debug);
raytracing_program.link();
scene.getDebug().enabled = 0;
}
raytracing_program.use();
raytracing_program.set_int("u_frameCount", window.getFrameCount());
@ -88,15 +106,21 @@ int main(int argc, char **argv)
raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
if (scene.getDenoise().enabled)
shaderDenoise(denoising_program, scene.getDenoise(), textures);
window.imGuiNewFrame();
render_program.use();
drawScreenTriangle(VAO, output_texture, render_program.getProgram());
drawScreenTriangle(VAO, textures[0], render_program.getProgram());
window.imGuiRender();
window.imGuiRender(raytracing_program);
window.display();
window.pollEvents();
glClearTexImage(textures[3], 0, GL_RGBA, GL_FLOAT, nullptr);
glClearTexImage(textures[4], 0, GL_RGBA, GL_FLOAT, nullptr);
}
ImGui_ImplOpenGL3_Shutdown();