+ | 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

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

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@ -21,15 +21,19 @@ class Shader
Shader(GLenum type, const std::string &file_path); Shader(GLenum type, const std::string &file_path);
~Shader(void); ~Shader(void);
void compile(void); void compile(void);
void reload(); void reload();
void setDefine(const std::string &name, const std::string &value);
GLuint getShader(void) const; GLuint getShader(void) const;
private: private:
void checkCompileErrors(); void checkCompileErrors();
// std::map<std::string, std::string> _defines;
GLenum _type; GLenum _type;
GLuint _shader_id; GLuint _shader_id;
std::string _file_path; std::string _file_path;

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@ -39,6 +39,8 @@ class ShaderProgram
void set_textures(std::map<std::string, std::vector<GLuint>> texture_ids); 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; GLuint getProgram(void) const;
private: private:

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@ -16,6 +16,7 @@
# include "RT.hpp" # include "RT.hpp"
class Scene; class Scene;
class ShaderProgram;
class Window class Window
{ {
@ -35,7 +36,7 @@ class Window
static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods); static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
void imGuiNewFrame(); void imGuiNewFrame();
void imGuiRender(); void imGuiRender(ShaderProgram &raytracing_program);
GLFWwindow *getWindow(void) const; GLFWwindow *getWindow(void) const;
float getFps(void) const; float getFps(void) const;

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@ -1,278 +1,5 @@
#version 430 core #if SHADER_DEBUG
#include "shaders/debug.glsl"
layout(local_size_x = 16, local_size_y = 16) in; #else
layout(binding = 0, rgba32f) uniform image2D output_image; #include "shaders/raytracing.glsl"
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 ;
}
#endif #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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@ -1,5 +1,3 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in; layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image; layout(binding = 0, rgba32f) uniform image2D output_image;

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

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@ -1,10 +1,9 @@
#version 430 core
in vec2 TexCoords; in vec2 TexCoords;
out vec4 FragColor; out vec4 FragColor;
layout (binding = 0, rgba32f) uniform image2D screenTexture; uniform sampler2D screenTexture;
void main() { void main() {
FragColor = imageLoad(screenTexture, ivec2(gl_FragCoord.xy)); // FragColor = imageLoad(screenTexture, ivec2(gl_FragCoord.xy));
// FragColor = vec4(1.0, 0.0, 0.0, 1.0); FragColor = texture(screenTexture, TexCoords);
} }

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);
}

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

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@ -18,6 +18,32 @@ std::vector<GLuint> generateTextures(unsigned int textures_count);
std::vector<Buffer *> createDataOnGPU(Scene &scene); std::vector<Buffer *> createDataOnGPU(Scene &scene);
void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers); 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) int main(int argc, char **argv)
{ {
Arguments args(argc, argv); Arguments args(argc, argv);
@ -33,20 +59,21 @@ int main(int argc, char **argv)
GLuint VAO; GLuint VAO;
setupScreenTriangle(&VAO); setupScreenTriangle(&VAO);
std::vector<GLuint> textures = generateTextures(2); std::vector<GLuint> textures = generateTextures(5);
GLuint output_texture = textures[0];
ShaderProgram raytracing_program; ShaderProgram raytracing_program;
Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl"); Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
Shader debug = Shader(GL_COMPUTE_SHADER, "shaders/debug.glsl");
raytracing_program.attachShader(&compute); raytracing_program.attachShader(&compute);
raytracing_program.link(); 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; ShaderProgram render_program;
Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert"); Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert");
Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag"); Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag");
render_program.attachShader(&vertex); render_program.attachShader(&vertex);
render_program.attachShader(&frag); render_program.attachShader(&frag);
render_program.link(); render_program.link();
@ -63,15 +90,6 @@ int main(int argc, char **argv)
updateDataOnGPU(scene, buffers); 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.use();
raytracing_program.set_int("u_frameCount", window.getFrameCount()); raytracing_program.set_int("u_frameCount", window.getFrameCount());
raytracing_program.set_int("u_objectsNum", scene.getObjectData().size()); raytracing_program.set_int("u_objectsNum", scene.getObjectData().size());
@ -88,15 +106,21 @@ int main(int argc, char **argv)
raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
if (scene.getDenoise().enabled)
shaderDenoise(denoising_program, scene.getDenoise(), textures);
window.imGuiNewFrame(); window.imGuiNewFrame();
render_program.use(); 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.display();
window.pollEvents(); window.pollEvents();
glClearTexImage(textures[3], 0, GL_RGBA, GL_FLOAT, nullptr);
glClearTexImage(textures[4], 0, GL_RGBA, GL_FLOAT, nullptr);
} }
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();

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@ -16,12 +16,12 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
const char *loadFileWithIncludes(const std::string& path) std::stringstream loadFileWithIncludes(const std::string& path)
{ {
std::ifstream file(path); std::ifstream file(path);
if (!file.is_open()) { if (!file.is_open()) {
std::cerr << "Failed to open file: " << path << std::endl; std::cerr << "Failed to open file: " << path << std::endl;
return ""; return std::stringstream();
} }
std::stringstream fileContent; std::stringstream fileContent;
@ -36,7 +36,7 @@ const char *loadFileWithIncludes(const std::string& path)
if (start != std::string::npos && end != std::string::npos && end > start) if (start != std::string::npos && end != std::string::npos && end > start)
{ {
std::string includePath = line.substr(start + 1, end - start - 1); std::string includePath = line.substr(start + 1, end - start - 1);
std::string includedContent = loadFileWithIncludes(includePath); std::string includedContent = loadFileWithIncludes(includePath).str();
fileContent << includedContent << "\n"; fileContent << includedContent << "\n";
} }
} }
@ -44,7 +44,7 @@ const char *loadFileWithIncludes(const std::string& path)
fileContent << line << "\n"; fileContent << line << "\n";
} }
return strdup(fileContent.str().c_str()); return fileContent;
} }
@ -78,10 +78,16 @@ void Shader::compile()
{ {
_shader_id = glCreateShader(_type); _shader_id = glCreateShader(_type);
const char *shader_code = loadFileWithIncludes(_file_path); std::string shader_code = loadFileWithIncludes(_file_path).str();
// printWithLineNumbers(shader_code);
glShaderSource(_shader_id, 1, &shader_code, NULL); for (auto &define : _defines)
shader_code = "#define SHADER_" + define.first + " " + define.second + "\n" + shader_code;
shader_code = "#version 430\n" + shader_code;
const char *shader_code_cstr = shader_code.c_str();
// printWithLineNumbers(shader_code_cstr);
glShaderSource(_shader_id, 1, &shader_code_cstr, NULL);
glCompileShader(_shader_id); glCompileShader(_shader_id);
this->checkCompileErrors(); this->checkCompileErrors();
@ -106,6 +112,11 @@ void Shader::checkCompileErrors()
} }
} }
void Shader::setDefine(const std::string &name, const std::string &value)
{
_defines[name] = value;
}
GLuint Shader::getShader(void) const GLuint Shader::getShader(void) const
{ {
return (_shader_id); return (_shader_id);

View File

@ -115,6 +115,12 @@ void ShaderProgram::set_textures(std::map<std::string, std::vector<GLuint>> text
} }
} }
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 GLuint ShaderProgram::getProgram(void) const
{ {
return (_program); return (_program);

View File

@ -184,7 +184,7 @@ void Window::imGuiNewFrame()
ImGui::NewFrame(); ImGui::NewFrame();
} }
void Window::imGuiRender() void Window::imGuiRender(ShaderProgram &raytracing_program)
{ {
bool has_changed = false; bool has_changed = false;
@ -253,7 +253,12 @@ void Window::imGuiRender()
if (ImGui::CollapsingHeader("Fog")) if (ImGui::CollapsingHeader("Fog"))
{ {
has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getVolume().enabled)); if (ImGui::Checkbox("Enable", (bool *)(&_scene->getVolume().enabled)))
{
raytracing_program.set_define("FOG", std::to_string(_scene->getVolume().enabled));
raytracing_program.reloadShaders();
has_changed = true;
}
ImGui::Separator(); ImGui::Separator();
if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1)) if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1))
@ -292,7 +297,12 @@ void Window::imGuiRender()
{ {
ImGui::PushID(0); ImGui::PushID(0);
has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled)); if (ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled)))
{
raytracing_program.set_define("DEBUG", std::to_string(_scene->getDebug().enabled));
raytracing_program.reloadShaders();
has_changed = true;
}
ImGui::Separator(); ImGui::Separator();
has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2); 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("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);