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:
@ -29,6 +29,6 @@ Pos=1556,610
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Size=284,382
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[Window][Settings]
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Pos=1582,12
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Pos=1616,42
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Size=340,941
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@ -21,15 +21,19 @@ class Shader
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Shader(GLenum type, const std::string &file_path);
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~Shader(void);
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void compile(void);
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void reload();
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void setDefine(const std::string &name, const std::string &value);
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GLuint getShader(void) const;
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private:
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void checkCompileErrors();
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//
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std::map<std::string, std::string> _defines;
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GLenum _type;
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GLuint _shader_id;
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std::string _file_path;
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@ -39,6 +39,8 @@ class ShaderProgram
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void set_textures(std::map<std::string, std::vector<GLuint>> texture_ids);
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void set_define(const std::string &name, const std::string &value);
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GLuint getProgram(void) const;
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private:
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@ -16,6 +16,7 @@
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# include "RT.hpp"
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class Scene;
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class ShaderProgram;
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class Window
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{
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@ -35,7 +36,7 @@ class Window
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static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
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void imGuiNewFrame();
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void imGuiRender();
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void imGuiRender(ShaderProgram &raytracing_program);
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GLFWwindow *getWindow(void) const;
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float getFps(void) const;
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@ -1,278 +1,5 @@
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#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D output_image;
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layout(binding = 1, rgba32f) uniform image2D accumulation_image;
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layout(binding = 3, rgba32f) uniform image2D normal_texture;
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layout(binding = 4, rgba32f) uniform image2D position_texture;
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struct GPUObject {
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mat4 rotation;
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vec3 position; // 12 + 4
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vec3 normal; // 12 + 4
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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float radius; // 4
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int mat_index; // 4
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int type; // 4
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};
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struct GPUTriangle
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{
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vec3 position;
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vec3 vertex1;
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vec3 vertex2;
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vec3 normal;
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vec2 texture_vertex1;
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vec2 texture_vertex2;
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vec2 texture_vertex3;
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int mat_index;
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};
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struct GPUMaterial
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{
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vec3 color; // 12 + 4
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float emission; // 4
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float roughness; // 4
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float metallic; // 4
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float refraction; // 4
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int type; // 4
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int texture_index; // 4
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int emission_texture_index; // 4
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};
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struct GPUCamera
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{
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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float fov;
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int bounce;
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};
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struct GPUVolume
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{
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vec3 sigma_a; // absorption coefficient
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vec3 sigma_s; // scattering coefficient
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vec3 sigma_t; // extinction coefficient
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float g; // phase function parameter
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int enabled;
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};
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struct GPUBvhData
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{
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mat4 transform;
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mat4 inv_transform;
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vec3 offset;
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float scale;
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int bvh_start_index;
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int triangle_start_index;
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};
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struct GPUBvh
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{
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vec3 min;
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vec3 max;
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int index;
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int primitive_count;
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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};
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layout(std430, binding = 2) buffer TriangleBuffer
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{
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GPUTriangle triangles[];
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};
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layout(std430, binding = 3) buffer BvhDataBuffer
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{
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GPUBvhData BvhData[];
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};
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layout(std430, binding = 4) buffer BvhBuffer
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{
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GPUBvh Bvh[];
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};
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layout(std430, binding = 5) buffer MaterialBuffer
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{
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GPUMaterial materials[];
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};
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layout(std430, binding = 6) buffer LightsBuffer
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{
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int lightsIndex[];
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};
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layout(std140, binding = 0) uniform CameraData
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{
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GPUCamera camera;
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};
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layout(std140, binding = 1) uniform VolumeData
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{
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GPUVolume volume;
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};
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uniform int u_objectsNum;
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uniform int u_bvhNum;
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uniform int u_lightsNum;
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uniform vec2 u_resolution;
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uniform int u_pixelisation;
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uniform int u_frameCount;
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uniform float u_time;
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struct Ray
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{
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vec3 origin;
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vec3 direction;
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vec3 inv_direction;
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};
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struct hitInfo
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{
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float t;
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float last_t;
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vec3 normal;
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vec3 position;
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int obj_index;
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int mat_index;
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int obj_type;
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float u;
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float v;
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};
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#include "shaders/random.glsl"
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#include "shaders/intersect.glsl"
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#include "shaders/scatter.glsl"
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#include "shaders/light.glsl"
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#include "shaders/volumetric.glsl"
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#include "shaders/trace.glsl"
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vec3 pathtrace(Ray ray, inout uint rng_state)
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{
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vec3 color = vec3(1.0);
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vec3 light = vec3(0.0);
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vec3 transmittance = vec3(1.0);
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for (int i = 0; i < camera.bounce; i++)
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{
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hitInfo hit = traceRay(ray);
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#if 0
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float t_scatter = 0.0;
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bool scatter_valid = bool(volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state));
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if (scatter_valid)
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{
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calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
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continue ;
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}
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#endif
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if (hit.obj_index == -1)
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{
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light += transmittance * GetEnvironmentLight(ray);
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break;
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}
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if (i == 0)
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{
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imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.normal), 1.0));
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imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.position), 1.0));
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}
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float p = max(color.r, max(color.g, color.b));
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if (randomValue(rng_state) >= p) break;
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color /= max(p, 0.001);
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GPUMaterial mat = materials[hit.mat_index];
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calculateLightColor(mat, hit, color, light, rng_state);
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if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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break;
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ray = newRay(hit, ray, rng_state);
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ray.inv_direction = 1.0 / ray.direction;
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}
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return color * light;
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}
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Ray initRay(vec2 uv, inout uint rng_state)
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{
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float focal_length = 1.0 / tan(radians(camera.fov) / 2.0);
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vec3 origin = camera.position;
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vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
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vec3 right = vec3(camera.view_matrix[0][0], camera.view_matrix[1][0], camera.view_matrix[2][0]);
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vec3 up = vec3(camera.view_matrix[0][1], camera.view_matrix[1][1], camera.view_matrix[2][1]);
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vec3 focal_point = origin + ray_direction * camera.focus_distance;
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float r = sqrt(randomValue(rng_state));
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float theta = 2.0 * M_PI * randomValue(rng_state);
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vec2 lens_point = camera.aperture_size * r * vec2(cos(theta), sin(theta));
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origin += right * lens_point.x + up * lens_point.y;
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ray_direction = normalize(focal_point - origin);
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return (Ray(origin, ray_direction, 1.0 / ray_direction));
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}
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void main()
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{
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0))
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return;
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uint rng_state = uint(u_resolution.x) * uint(pixel_coords.y) + uint(pixel_coords.x);
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rng_state = rng_state + u_frameCount * 719393;
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vec2 jitter = randomPointInCircle(rng_state) * 1;
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vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;
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uv.x *= u_resolution.x / u_resolution.y;
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Ray ray = initRay(uv, rng_state);
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vec3 color = pathtrace(ray, rng_state);
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float blend = 1.0 / float(u_frameCount + 1);
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vec4 accum = imageLoad(accumulation_image, pixel_coords);
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accum.rgb = mix(accum.rgb, color, blend);
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accum.a = 1.0;
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imageStore(accumulation_image, pixel_coords, accum);
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vec4 final_color = vec4(sqrt(accum.r), sqrt(accum.g), sqrt(accum.b), accum.a);
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for (int y = 0; y < u_pixelisation; y++)
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for (int x = 0; x < u_pixelisation; x++)
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imageStore(output_image, pixel_coords + ivec2(x, y), final_color);
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}
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#if SHADER_DEBUG
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#include "shaders/debug.glsl"
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#else
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#include "shaders/raytracing.glsl"
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#endif
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@ -1,5 +1,3 @@
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#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D output_image;
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|
@ -1,11 +1,9 @@
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#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D read_texture;
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layout(binding = 2, rgba32f) uniform image2D write_texture;
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layout(binding = 3, rgba32f) uniform image2D position_texture;
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layout(binding = 4, rgba32f) uniform image2D normal_texture;
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layout(binding = 3, rgba32f) uniform image2D normal_texture;
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layout(binding = 4, rgba32f) uniform image2D position_texture;
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uniform vec2 u_resolution;
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@ -20,7 +18,7 @@ void main()
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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int holes = int(pow(2, u_pass));
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vec4 color_center = imageLoad(read_texture, pixel_coords);
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@ -32,6 +30,7 @@ void main()
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float totalWeight = 0.;
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vec4 color = vec4(vec3(0.), 1.0);
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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|
@ -1,10 +1,9 @@
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#version 430 core
|
||||
in vec2 TexCoords;
|
||||
out vec4 FragColor;
|
||||
|
||||
layout (binding = 0, rgba32f) uniform image2D screenTexture;
|
||||
uniform sampler2D screenTexture;
|
||||
|
||||
void main() {
|
||||
FragColor = imageLoad(screenTexture, ivec2(gl_FragCoord.xy));
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// FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
// FragColor = imageLoad(screenTexture, ivec2(gl_FragCoord.xy));
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||||
FragColor = texture(screenTexture, TexCoords);
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}
|
277
shaders/raytracing.glsl
Normal file
277
shaders/raytracing.glsl
Normal file
@ -0,0 +1,277 @@
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||||
|
||||
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);
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 430 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aTexCoord;
|
||||
|
||||
|
56
srcs/RT.cpp
56
srcs/RT.cpp
@ -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();
|
||||
|
@ -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::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 +36,7 @@ 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);
|
||||
std::string includedContent = loadFileWithIncludes(includePath).str();
|
||||
fileContent << includedContent << "\n";
|
||||
}
|
||||
}
|
||||
@ -44,7 +44,7 @@ const char *loadFileWithIncludes(const std::string& path)
|
||||
fileContent << line << "\n";
|
||||
}
|
||||
|
||||
return strdup(fileContent.str().c_str());
|
||||
return fileContent;
|
||||
}
|
||||
|
||||
|
||||
@ -78,10 +78,16 @@ void Shader::compile()
|
||||
{
|
||||
_shader_id = glCreateShader(_type);
|
||||
|
||||
const char *shader_code = loadFileWithIncludes(_file_path);
|
||||
// printWithLineNumbers(shader_code);
|
||||
std::string shader_code = loadFileWithIncludes(_file_path).str();
|
||||
|
||||
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);
|
||||
|
||||
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
|
||||
{
|
||||
return (_shader_id);
|
||||
|
@ -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
|
||||
{
|
||||
return (_program);
|
||||
|
@ -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", (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))
|
||||
@ -292,7 +297,12 @@ void Window::imGuiRender()
|
||||
{
|
||||
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();
|
||||
has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
|
||||
has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
|
||||
|
Reference in New Issue
Block a user