+ | Switched to compute shader

This commit is contained in:
TheRedShip
2024-12-24 00:42:47 +01:00
parent f26094aa21
commit 7b56daf149
8 changed files with 173 additions and 122 deletions

View File

@ -16,6 +16,7 @@
# define WIDTH 1920 # define WIDTH 1920
# define HEIGHT 1080 # define HEIGHT 1080
# include "glm/glm.hpp" # include "glm/glm.hpp"
# include "glm/gtc/matrix_transform.hpp" # include "glm/gtc/matrix_transform.hpp"
# include "glm/gtc/type_ptr.hpp" # include "glm/gtc/type_ptr.hpp"
@ -23,8 +24,14 @@
# include "glad/gl.h" # include "glad/gl.h"
# include "GLFW/glfw3.h" # include "GLFW/glfw3.h"
# include <iostream> # include <iostream>
struct Vertex {
glm::vec2 position;
glm::vec2 texCoord;
};
# include "Camera.hpp" # include "Camera.hpp"
# include "Window.hpp" # include "Window.hpp"
# include "Shader.hpp" # include "Shader.hpp"

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@ -13,6 +13,8 @@
#ifndef RT_OBJECT__HPP #ifndef RT_OBJECT__HPP
# define RT_OBJECT__HPP # define RT_OBJECT__HPP
#include "RT.hpp"
class Object class Object
{ {
public: public:

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@ -18,15 +18,12 @@
class Shader class Shader
{ {
public: public:
Shader(std::string vertexPath, std::string fragmentPath); Shader(std::string vertexPath, std::string fragmentPath, std::string computePath);
Shader(Shader const &src);
~Shader(void); ~Shader(void);
Shader &operator=(Shader const &rhs);
// void compile(const char *vertexSource, const char *fragmentSource); // void compile(const char *vertexSource, const char *fragmentSource);
void attach(void); void attach(void);
void setupVertexBuffer(const glm::vec2* vertices, size_t size); void setupVertexBuffer(const Vertex* vertices, size_t size);
void drawTriangles(size_t size); void drawTriangles(size_t size);
@ -40,15 +37,20 @@ class Shader
void set_mat4(const std::string &name, const glm::mat4 &value) const; void set_mat4(const std::string &name, const glm::mat4 &value) const;
GLuint getProgram(void) const; GLuint getProgram(void) const;
GLuint getProgramCompute(void) const;
private: private:
GLuint _screen_VAO, _screen_VBO; GLuint _screen_VAO, _screen_VBO;
GLuint _program; GLuint _program;
GLuint _program_compute;
GLuint _outputTexture;
GLuint _vertex; GLuint _vertex;
GLuint _fragment; GLuint _fragment;
GLuint _compute;
void checkCompileErrors(unsigned int shader); void checkCompileErrors(unsigned int shader);
}; };

79
shaders/compute.glsl Normal file
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@ -0,0 +1,79 @@
#version 430 core
// Work group dimensions
layout(local_size_x = 16, local_size_y = 16) in;
// Output image
layout(binding = 0, rgba32f) uniform image2D outputImage;
// Uniforms for camera and scene
uniform vec2 u_resolution;
uniform vec3 u_cameraPosition;
uniform mat4 u_viewMatrix;
vec3 lightPos = vec3(5.0, 5.0, 5.0);
vec3 lightColor = vec3(1.0, 1.0, 1.0);
// Scene definition
vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
float sphereRadius = 1.0;
vec3 objectColor = vec3(0.4, 0.7, 0.9);
struct Ray {
vec3 origin;
vec3 direction;
};
bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
vec3 oc = ray.origin - center;
float a = dot(ray.direction, ray.direction);
float b = 2.0 * dot(oc, ray.direction);
float c = dot(oc, oc) - radius * radius;
float discriminant = b * b - 4.0 * a * c;
if (discriminant < 0.0) {
return false;
} else {
t = (-b - sqrt(discriminant)) / (2.0 * a);
return true;
}
}
vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(lightPos - point);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
return objectColor * diffuse;
}
void main() {
// Compute pixel coordinates
ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
if (pixelCoords.x >= int(u_resolution.x) || pixelCoords.y >= int(u_resolution.y)) {
return;
}
vec2 uv = vec2(pixelCoords) / u_resolution;
uv = uv * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y;
float fov = 90.0;
float focal_length = 1.0 / tan(radians(fov) / 2.0);
vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length));
vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz;
rayDirection = normalize(rayDirection);
Ray ray = Ray(u_cameraPosition, rayDirection);
float t;
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
if (intersectSphere(ray, sphereCenter, sphereRadius, t)) {
vec3 hitPoint = ray.origin + t * ray.direction;
vec3 normal = normalize(hitPoint - sphereCenter);
vec3 viewDir = normalize(-ray.direction);
vec3 lighting = computeLighting(hitPoint, normal, viewDir);
color = vec4(lighting, 1.0);
}
// Write to the output image
imageStore(outputImage, pixelCoords, color);
}

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@ -1,85 +1,9 @@
#version 430 core #version 430 core
out vec4 FragColor; in vec2 TexCoords;
out vec4 FragColor;
uniform vec2 u_resolution; uniform sampler2D screenTexture;
uniform vec3 u_cameraPosition;
uniform mat4 u_viewMatrix;
uniform mat4 u_projectionMatrix;
uniform vec3 u_cameraDir; void main() {
FragColor = texture(screenTexture, TexCoords);
vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
float sphereRadius = 1.0;
vec3 lightPos = vec3(5.0, 5.0, 5.0);
vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 objectColor = vec3(0.4, 0.7, 0.9);
struct Ray {
vec3 origin;
vec3 direction;
};
bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
vec3 oc = ray.origin - center;
float a = dot(ray.direction, ray.direction);
float b = 2.0 * dot(oc, ray.direction);
float c = dot(oc, oc) - radius * radius;
float discriminant = b * b - 4.0 * a * c;
if (discriminant < 0.0) {
return false;
} else {
t = (-b - sqrt(discriminant)) / (2.0 * a);
return true;
}
}
vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(lightPos - point);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
return objectColor * diffuse;
}
void main()
{
vec2 uv;
vec4 color;
uv = gl_FragCoord.xy / u_resolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y;
float fov = 90.0;
float focal_length = 1.0 / tan(radians(fov) / 2.0);
vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length));
vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz;
rayDirection = normalize(rayDirection);
Ray ray = Ray(u_cameraPosition, rayDirection);
float t;
if (intersectSphere(ray, sphereCenter, sphereRadius, t))
{
vec3 hitPoint = ray.origin + t * ray.direction;
vec3 normal = normalize(hitPoint - sphereCenter);
vec3 viewDir = normalize(-ray.direction);
vec3 color = computeLighting(hitPoint, normal, viewDir);
FragColor = vec4(color, 1.0);
} else {
FragColor = vec4(0., 0.0, 0.0, 1.0);
}
} }

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@ -1,6 +1,10 @@
#version 330 core #version 430 core
layout(location = 0) in vec2 vPos; layout(location = 0) in vec2 aPos;
void main() layout(location = 1) in vec2 aTexCoord;
{
gl_Position = vec4(vPos, 0.0, 1.0); out vec2 TexCoords;
};
void main() {
TexCoords = aTexCoord;
gl_Position = vec4(aPos, 0.0, 1.0);
}

View File

@ -12,29 +12,40 @@
#include "RT.hpp" #include "RT.hpp"
int main(void) int main(void)
{ {
Window window(WIDTH, HEIGHT, "RT_GPU", 0); Window window(WIDTH, HEIGHT, "RT_GPU", 0);
Shader shader("shaders/vertex.vert", "shaders/frag.frag"); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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}}
};
shader.attach(); shader.attach();
glm::vec2 vertices[3] = { size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
};
size_t size = sizeof(vertices) / sizeof(glm::vec2) / 3;
shader.setupVertexBuffer(vertices, size); shader.setupVertexBuffer(vertices, size);
while (!window.shouldClose()) while (!window.shouldClose())
{ {
glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shader.getProgramCompute());
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position()); shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position());
shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix()); shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.getProgram()); glUseProgram(shader.getProgram());
shader.drawTriangles(size); shader.drawTriangles(size);
std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush; std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;

View File

@ -37,10 +37,11 @@ char* load_file(char const* path)
return buffer; return buffer;
} }
Shader::Shader(std::string vertexPath, std::string fragmentPath) Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath)
{ {
const char *vertexCode = load_file(vertexPath.c_str()); const char *vertexCode = load_file(vertexPath.c_str());
const char *fragmentCode = load_file(fragmentPath.c_str()); const char *fragmentCode = load_file(fragmentPath.c_str());
const char *computeCode = load_file(computePath.c_str());
_vertex = glCreateShader(GL_VERTEX_SHADER); _vertex = glCreateShader(GL_VERTEX_SHADER);
@ -55,38 +56,45 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath)
glCompileShader(_fragment); glCompileShader(_fragment);
checkCompileErrors(_fragment); checkCompileErrors(_fragment);
}
Shader::Shader(Shader const &src) _compute = glCreateShader(GL_COMPUTE_SHADER);
{
*this = src;
}
Shader &Shader::operator=(Shader const &rhs) glShaderSource(_compute, 1, &computeCode, NULL);
{ glCompileShader(_compute);
if (this != &rhs)
{ checkCompileErrors(_compute);
_program = rhs._program;
_vertex = rhs._vertex;
_fragment = rhs._fragment;
}
return (*this);
} }
Shader::~Shader(void) Shader::~Shader(void)
{ {
glDeleteShader(_vertex); glDeleteShader(_vertex);
glDeleteShader(_fragment); glDeleteShader(_fragment);
glDeleteShader(_compute);
glDeleteProgram(_program); glDeleteProgram(_program);
glDeleteProgram(_program_compute);
} }
void Shader::attach(void) void Shader::attach(void)
{ {
_program = glCreateProgram(); _program = glCreateProgram();
_program_compute = glCreateProgram();
glAttachShader(_program, _vertex); glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment); glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);
glLinkProgram(_program); glLinkProgram(_program);
glLinkProgram(_program_compute);
glGenTextures(1, &_outputTexture);
glBindTexture(GL_TEXTURE_2D, _outputTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, _outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
} }
void Shader::checkCompileErrors(GLuint shader) void Shader::checkCompileErrors(GLuint shader)
@ -102,25 +110,34 @@ void Shader::checkCompileErrors(GLuint shader)
} }
} }
void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size) void Shader::setupVertexBuffer(const Vertex* vertices, size_t size)
{ {
glGenVertexArrays(1, &_screen_VAO); glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO); glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO); glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO); glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), vertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); // Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0); glBindVertexArray(0);
} }
void Shader::drawTriangles(size_t size) void Shader::drawTriangles(size_t size)
{ {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _outputTexture);
glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
glBindVertexArray(_screen_VAO); glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, size * 3); glDrawArrays(GL_TRIANGLES, 0, size * 3);
} }
@ -128,20 +145,25 @@ void Shader::drawTriangles(size_t size)
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{ {
glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value)); glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
} }
void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
{ {
glUniform3fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value)); glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
} }
void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
{ {
glUniformMatrix4fv(glGetUniformLocation(_program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value)); glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
} }
GLuint Shader::getProgram(void) const GLuint Shader::getProgram(void) const
{ {
return (_program); return (_program);
}
GLuint Shader::getProgramCompute(void) const
{
return (_program_compute);
} }