mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Switched to compute shader
This commit is contained in:
25
srcs/RT.cpp
25
srcs/RT.cpp
@ -12,29 +12,40 @@
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#include "RT.hpp"
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int main(void)
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{
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Window window(WIDTH, HEIGHT, "RT_GPU", 0);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Vertex vertices[3] = {
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{{-1.0f, -1.0f}, {0.0f, 0.0f}},
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{{3.0f, -1.0f}, {2.0f, 0.0f}},
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{{-1.0f, 3.0f}, {0.0f, 2.0f}}
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};
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shader.attach();
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glm::vec2 vertices[3] = {
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{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
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};
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size_t size = sizeof(vertices) / sizeof(glm::vec2) / 3;
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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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shader.setupVertexBuffer(vertices, size);
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while (!window.shouldClose())
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader.getProgramCompute());
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position());
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shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());
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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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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader.getProgram());
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shader.drawTriangles(size);
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std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;
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@ -37,10 +37,11 @@ char* load_file(char const* path)
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return buffer;
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}
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Shader::Shader(std::string vertexPath, std::string fragmentPath)
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Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath)
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{
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const char *vertexCode = load_file(vertexPath.c_str());
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const char *fragmentCode = load_file(fragmentPath.c_str());
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const char *computeCode = load_file(computePath.c_str());
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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@ -55,38 +56,45 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath)
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glCompileShader(_fragment);
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checkCompileErrors(_fragment);
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}
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Shader::Shader(Shader const &src)
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{
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*this = src;
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}
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_compute = glCreateShader(GL_COMPUTE_SHADER);
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Shader &Shader::operator=(Shader const &rhs)
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{
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if (this != &rhs)
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{
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_program = rhs._program;
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_vertex = rhs._vertex;
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_fragment = rhs._fragment;
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}
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return (*this);
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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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}
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Shader::~Shader(void)
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{
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glDeleteShader(_vertex);
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glDeleteShader(_fragment);
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glDeleteShader(_compute);
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glDeleteProgram(_program);
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glDeleteProgram(_program_compute);
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}
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void Shader::attach(void)
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{
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_program = glCreateProgram();
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_program_compute = glCreateProgram();
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glAttachShader(_program, _vertex);
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glAttachShader(_program, _fragment);
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glAttachShader(_program_compute, _compute);
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glLinkProgram(_program);
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glLinkProgram(_program_compute);
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glGenTextures(1, &_outputTexture);
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glBindTexture(GL_TEXTURE_2D, _outputTexture);
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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(0, _outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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}
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void Shader::checkCompileErrors(GLuint shader)
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@ -102,25 +110,34 @@ void Shader::checkCompileErrors(GLuint shader)
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}
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}
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void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
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void Shader::setupVertexBuffer(const Vertex* vertices, size_t size)
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{
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glGenVertexArrays(1, &_screen_VAO);
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glGenVertexArrays(1, &_screen_VAO);
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glGenBuffers(1, &_screen_VBO);
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glBindVertexArray(_screen_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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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 Shader::drawTriangles(size_t size)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _outputTexture);
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glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
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glBindVertexArray(_screen_VAO);
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glDrawArrays(GL_TRIANGLES, 0, size * 3);
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}
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@ -128,20 +145,25 @@ void Shader::drawTriangles(size_t size)
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void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
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glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
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}
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void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
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glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
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}
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void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
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{
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glUniformMatrix4fv(glGetUniformLocation(_program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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GLuint Shader::getProgram(void) const
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{
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return (_program);
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}
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GLuint Shader::getProgramCompute(void) const
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{
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return (_program_compute);
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}
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