mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Shader class system better working
This commit is contained in:
187
srcs/RT.cpp
187
srcs/RT.cpp
@ -12,172 +12,77 @@
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#include "RT.hpp"
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void setupScreenTriangle(GLuint *VAO);
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void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program);
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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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int main(int argc, char **argv)
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{
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Arguments args(argc, argv);
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if (args.error())
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return (1);
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Scene scene(args.getSceneName());
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if (scene.fail())
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl", "shaders/denoising.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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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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ShaderProgram raytracing_program;
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Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
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raytracing_program.attachShader(&compute);
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raytracing_program.link();
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raytracing_program.use();
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// raytracing_program.bindImageTexture(output_texture, 0, GL_READ_WRITE, GL_RGBA32F);
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// raytracing_program.bindImageTexture(textures[1], 1, GL_READ_WRITE, GL_RGBA32F);
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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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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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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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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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + \
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triangle_data.size() * sizeof(GPUTriangle) + \
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bvh_nodes.size() * sizeof(GPUBvh) + \
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material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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GLuint objectSSBO;
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glGenBuffers(1, &objectSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUObject) * object_data.size(), object_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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GLuint trianglesSSBO;
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glGenBuffers(1, &trianglesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, trianglesSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
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GLuint bvh_nodesSSBO;
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glGenBuffers(1, &bvh_nodesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
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GLuint bvhSSBO;
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glGenBuffers(1, &bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
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GLuint lightSSBO;
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glGenBuffers(1, &lightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO);
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GLuint volumeUBO;
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glGenBuffers(1, &volumeUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
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GLuint debugUBO;
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glGenBuffers(1, &debugUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, debugUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUDebug), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, debugUBO);
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if (!scene.loadTextures())
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return (1);
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shader.attach();
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shader.setupVertexBuffer();
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std::vector<Buffer *> buffers = createDataOnGPU(scene);
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while (!window.shouldClose())
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{
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window.updateDeltaTime();
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glUseProgram(shader.getProgramCompute());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data());
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std::set<int> gpu_lights = scene.getGPULights();
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std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
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window.rendererUpdate(shader);
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
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glBindBuffer(GL_UNIFORM_BUFFER, debugUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUDebug), &scene.getDebug());
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_bvhNum", bvh_data.size());
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shader.set_int("u_lightsNum", gpu_lights.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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shader.set_float("u_time", (float)(glfwGetTime()));
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_textures(scene.getTextureIDs(), scene.getEmissionTextureIDs());
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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GPUDenoise denoise = scene.getDenoise();
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if (denoise.enabled)
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{
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glUseProgram(shader.getProgramComputeDenoising());
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glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
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glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_c_phi"), denoise.c_phi);
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glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_p_phi"), denoise.p_phi);
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glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_n_phi"), denoise.n_phi);
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for (int pass = 0; pass < denoise.pass ; ++pass)
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{
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shader.flipOutputDenoising(pass % 2 == 0);
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glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass);
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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shader.flipOutputDenoising(true);
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}
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glClear(GL_COLOR_BUFFER_BIT);
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updateDataOnGPU(scene, buffers);
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raytracing_program.use();
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raytracing_program.set_int("u_frameCount", window.getFrameCount());
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raytracing_program.set_int("u_objectsNum", scene.getObjectData().size());
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raytracing_program.set_int("u_bvhNum", scene.getBvhData().size());
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raytracing_program.set_int("u_lightsNum", scene.getGPULights().size());
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raytracing_program.set_int("u_pixelisation", window.getPixelisation());
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raytracing_program.set_float("u_time", (float)(glfwGetTime()));
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raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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window.imGuiNewFrame();
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glUseProgram(shader.getProgram());
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shader.drawTriangles();
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render_program.use();
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drawScreenTriangle(VAO, output_texture, render_program.getProgram());
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window.imGuiRender();
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window.display();
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window.pollEvents();
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glClearTexImage(shader.getNormalTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glClearTexImage(shader.getPositionTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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ImGui_ImplOpenGL3_Shutdown();
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117
srcs/RT_utils.cpp
Normal file
117
srcs/RT_utils.cpp
Normal file
@ -0,0 +1,117 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* RT_utils.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/12 23:21:09 by TheRed #+# #+# */
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/* Updated: 2025/02/12 23:21:09 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "RT.hpp"
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void setupScreenTriangle(GLuint *VAO)
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{
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GLuint VBO;
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Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
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size_t size = sizeof(vertices) / sizeof(Vertex) / 3; // size 1
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glGenVertexArrays(1, VAO);
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glBindVertexArray(*VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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// Texture coordinate attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, output_texture);
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glUniform1i(glGetUniformLocation(program, "screenTexture"), 0);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 1 * 3); // size 1
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}
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std::vector<GLuint> generateTextures(unsigned int textures_count)
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{
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std::vector<GLuint> textures(textures_count);
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glGenTextures(textures_count, textures.data());
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for (unsigned int i = 0; i < textures_count; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(i, textures[i], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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return (textures);
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}
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std::vector<Buffer *> createDataOnGPU(Scene &scene)
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{
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + \
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triangle_data.size() * sizeof(GPUTriangle) + \
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bvh_nodes.size() * sizeof(GPUBvh) + \
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material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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std::vector<Buffer *> buffers;
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 1, sizeof(GPUObject) * object_data.size(), object_data.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 2, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 3, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 4, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 5, sizeof(GPUMaterial) * material_data.size(), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 6, scene.getGPULights().size() * sizeof(int), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::UBO, 0, sizeof(GPUCamera), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::UBO, 1, sizeof(GPUVolume), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::UBO, 2, sizeof(GPUDebug), nullptr));
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return (buffers);
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}
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void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers)
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{
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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const std::set<int> &gpu_lights = scene.getGPULights();
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std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
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buffers[4]->update(material_data.data(), sizeof(GPUMaterial) * material_data.size());
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buffers[5]->update(gpu_lights_array.data(), gpu_lights.size() * sizeof(int));
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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buffers[6]->update(&camera_data, sizeof(GPUCamera));
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buffers[7]->update(&scene.getVolume(), sizeof(GPUVolume));
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buffers[8]->update(&scene.getDebug(), sizeof(GPUDebug));
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}
|
@ -61,52 +61,36 @@ void printWithLineNumbers(const char *str)
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std::cout << lineNumber++ << ": " << line << std::endl;
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}
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Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath)
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Shader::Shader(GLenum type, const std::string &file_path)
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{
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const char *vertexCode = loadFileWithIncludes(vertexPath);
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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const char *denoisingCode = loadFileWithIncludes(denoisingPath);
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_type = type;
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_file_path = file_path;
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_shader_id = 0;
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// printWithLineNumbers(computeCode);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(_vertex, 1, &vertexCode, NULL);
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glCompileShader(_vertex);
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checkCompileErrors(_vertex);
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_fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(_fragment, 1, &fragmentCode, NULL);
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glCompileShader(_fragment);
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checkCompileErrors(_fragment);
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_compute = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(_compute, 1, &computeCode, NULL);
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glCompileShader(_compute);
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checkCompileErrors(_compute);
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_denoising = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(_denoising, 1, &denoisingCode, NULL);
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glCompileShader(_denoising);
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checkCompileErrors(_denoising);
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this->compile();
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}
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||||
|
||||
Shader::~Shader(void)
|
||||
{
|
||||
glDeleteShader(_vertex);
|
||||
glDeleteShader(_fragment);
|
||||
glDeleteShader(_compute);
|
||||
glDeleteProgram(_program);
|
||||
glDeleteProgram(_program_compute);
|
||||
glDeleteProgram(_denoising);
|
||||
}
|
||||
|
||||
void Shader::compile()
|
||||
{
|
||||
_shader_id = glCreateShader(_type);
|
||||
|
||||
const char *shader_code = loadFileWithIncludes(_file_path);
|
||||
// printWithLineNumbers(shader_code);
|
||||
|
||||
glShaderSource(_shader_id, 1, &shader_code, NULL);
|
||||
glCompileShader(_shader_id);
|
||||
|
||||
this->checkCompileErrors();
|
||||
}
|
||||
|
||||
void Shader::reload()
|
||||
{
|
||||
glDeleteShader(_shader_id);
|
||||
this->compile();
|
||||
}
|
||||
|
||||
void Shader::attach(void)
|
||||
@ -176,15 +160,15 @@ void Shader::attach(void)
|
||||
glBindImageTexture(4, _position_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
|
||||
}
|
||||
|
||||
void Shader::checkCompileErrors(GLuint shader)
|
||||
void Shader::checkCompileErrors()
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[512];
|
||||
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
glGetShaderiv(_shader_id, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 512, NULL, infoLog);
|
||||
glGetShaderInfoLog(_shader_id, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
}
|
||||
@ -287,29 +271,9 @@ void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> e
|
||||
}
|
||||
|
||||
|
||||
GLuint Shader::getProgram(void) const
|
||||
GLuint Shader::getShader(void) const
|
||||
{
|
||||
return (_program);
|
||||
}
|
||||
|
||||
GLuint Shader::getProgramCompute(void) const
|
||||
{
|
||||
return (_program_compute);
|
||||
}
|
||||
|
||||
GLuint Shader::getProgramComputeDenoising(void) const
|
||||
{
|
||||
return (_program_denoising);
|
||||
}
|
||||
|
||||
GLuint Shader::getNormalTexture(void) const
|
||||
{
|
||||
return (_normal_texture);
|
||||
}
|
||||
|
||||
GLuint Shader::getPositionTexture(void) const
|
||||
{
|
||||
return (_position_texture);
|
||||
return (_shader_id);
|
||||
}
|
||||
|
||||
std::vector<float> Shader::getOutputImage(void)
|
||||
|
92
srcs/class/ShaderProgram.cpp
Normal file
92
srcs/class/ShaderProgram.cpp
Normal file
@ -0,0 +1,92 @@
|
||||
/* ************************************************************************** */
|
||||
/* */
|
||||
/* ::: :::::::: */
|
||||
/* ShaderProgram.cpp :+: :+: :+: */
|
||||
/* +:+ +:+ +:+ */
|
||||
/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2025/02/12 22:21:46 by TheRed #+# #+# */
|
||||
/* Updated: 2025/02/12 22:21:46 by TheRed ### ########.fr */
|
||||
/* */
|
||||
/* ************************************************************************** */
|
||||
|
||||
#include "ShaderProgram.hpp"
|
||||
|
||||
ShaderProgram::ShaderProgram()
|
||||
{
|
||||
_program = glCreateProgram();
|
||||
}
|
||||
|
||||
ShaderProgram::~ShaderProgram(void)
|
||||
{
|
||||
glDeleteProgram(_program);
|
||||
}
|
||||
|
||||
void ShaderProgram::attachShader(Shader *shader)
|
||||
{
|
||||
_shaders.push_back(shader);
|
||||
glAttachShader(_program, shader->getShader());
|
||||
}
|
||||
|
||||
void ShaderProgram::link()
|
||||
{
|
||||
glLinkProgram(_program);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(_program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
GLchar infoLog[512];
|
||||
glGetProgramInfoLog(_program, 512, NULL, infoLog);
|
||||
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderProgram::use() const
|
||||
{
|
||||
glUseProgram(_program);
|
||||
}
|
||||
|
||||
void ShaderProgram::dispathCompute(GLuint x, GLuint y, GLuint z) const
|
||||
{
|
||||
this->use();
|
||||
glDispatchCompute(x, y, z);
|
||||
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
||||
}
|
||||
|
||||
void ShaderProgram::bindImageTexture(GLuint texture_id, GLuint unit, GLenum access, GLenum format) const
|
||||
{
|
||||
glBindImageTexture(unit, texture_id, 0, GL_FALSE, 0, access, format);
|
||||
}
|
||||
|
||||
void ShaderProgram::reloadShaders(void)
|
||||
{
|
||||
std::cout << "Reloading shaders" << std::endl;
|
||||
|
||||
for (Shader *shader : _shaders)
|
||||
{
|
||||
glDetachShader(_program, shader->getShader());
|
||||
shader->reload();
|
||||
glAttachShader(_program, shader->getShader());
|
||||
}
|
||||
|
||||
this->link();
|
||||
}
|
||||
|
||||
void ShaderProgram::set_int(const std::string &name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(_program, name.c_str()), value);
|
||||
}
|
||||
void ShaderProgram::set_float(const std::string &name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(_program, name.c_str()), value);
|
||||
}
|
||||
void ShaderProgram::set_vec2(const std::string &name, const glm::vec2 &value) const
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::getProgram(void) const
|
||||
{
|
||||
return (_program);
|
||||
}
|
Reference in New Issue
Block a user