+ | Shader reloading working

This commit is contained in:
RedShip
2025-02-13 19:22:27 +01:00
parent 6e3b0c44eb
commit 9b8da6ebd8
9 changed files with 87 additions and 246 deletions

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/02/06 18:02:18 by ycontre ### ########.fr */
/* Updated: 2025/02/13 19:22:02 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -38,15 +38,11 @@ int main(int argc, char **argv)
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();
raytracing_program.use();
// raytracing_program.bindImageTexture(output_texture, 0, GL_READ_WRITE, GL_RGBA32F);
// raytracing_program.bindImageTexture(textures[1], 1, GL_READ_WRITE, GL_RGBA32F);
ShaderProgram render_program;
Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert");
Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag");
@ -57,12 +53,24 @@ int main(int argc, char **argv)
std::vector<Buffer *> buffers = createDataOnGPU(scene);
if (!scene.loadTextures())
return (-1);
while (!window.shouldClose())
{
window.updateDeltaTime();
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());
@ -72,8 +80,14 @@ int main(int argc, char **argv)
raytracing_program.set_int("u_pixelisation", window.getPixelisation());
raytracing_program.set_float("u_time", (float)(glfwGetTime()));
raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
std::map<std::string, std::vector<GLuint>> object_textures;
object_textures["textures"] = scene.getTextureIDs();
object_textures["emissive_textures"] = scene.getEmissionTextureIDs();
raytracing_program.set_textures(object_textures);
raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
window.imGuiNewFrame();
render_program.use();

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@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Renderer.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
/* Updated: 2025/02/07 23:24:53 by tomoron ### ########.fr */
/* Updated: 2025/02/13 19:03:34 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -307,7 +307,8 @@ void Renderer::addImageToRender(Shader &shader)
long int videoFrameOffset;
long int outputImageOffset;
image = shader.getOutputImage();
(void) shader;
// image = shader.getOutputImage();
for (int x = 0; x < WIDTH; x++)
{

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
/* Updated: 2025/02/04 16:43:33 by tomoron ### ########.fr */
/* Updated: 2025/02/13 18:13:58 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
/* Updated: 2025/02/06 19:48:22 by ycontre ### ########.fr */
/* Updated: 2025/02/13 18:59:18 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -93,73 +93,6 @@ void Shader::reload()
this->compile();
}
void Shader::attach(void)
{
_program = glCreateProgram();
_program_compute = glCreateProgram();
_program_denoising = glCreateProgram();
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);
glAttachShader(_program_denoising, _denoising);
glLinkProgram(_program);
glLinkProgram(_program_compute);
glLinkProgram(_program_denoising);
glGenTextures(1, &_output_texture);
glBindTexture(GL_TEXTURE_2D, _output_texture);
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, _output_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_accumulation_texture);
glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
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(1, _accumulation_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_denoising_texture);
glBindTexture(GL_TEXTURE_2D, _denoising_texture);
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(2, _denoising_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_normal_texture);
glBindTexture(GL_TEXTURE_2D, _normal_texture);
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(3, _normal_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_position_texture);
glBindTexture(GL_TEXTURE_2D, _position_texture);
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(4, _position_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
}
void Shader::checkCompileErrors()
{
GLint success;
@ -173,115 +106,8 @@ void Shader::checkCompileErrors()
}
}
void Shader::setupVertexBuffer()
{
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}}};
_size = sizeof(vertices) / sizeof(Vertex) / 3;
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, _size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)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);
glBindVertexArray(0);
}
void Shader::drawTriangles()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, _size * 3);
}
void Shader::flipOutputDenoising(bool pass)
{
if (pass)
{
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
else
{
glBindImageTexture(0, _denoising_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
}
void Shader::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_float(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{
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
{
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
{
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids)
{
for (size_t i = 0; i < texture_ids.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
std::string uniform_name = "textures[" + std::to_string(i) + "]";
// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
}
size_t start_texture = texture_ids.size();
for (size_t i = 0; i < emissive_texture_ids.size(); i++)
{
GLuint currentUnit = start_texture + i;
glActiveTexture(GL_TEXTURE0 + currentUnit);
glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
// std::cout << "Loading emissive texture " << uniform_name << " (" << emissive_texture_ids[i] << ") at unit " << currentUnit << std::endl;
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
}
}
GLuint Shader::getShader(void) const
{
return (_shader_id);
}
std::vector<float> Shader::getOutputImage(void)
{
std::vector<float> res(WIDTH * HEIGHT * 4);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, res.data());
glBindTexture(GL_TEXTURE_2D, 0);
return (res);
}

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@ -3,10 +3,10 @@
/* ::: :::::::: */
/* ShaderProgram.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/12 22:21:46 by TheRed #+# #+# */
/* Updated: 2025/02/12 22:21:46 by TheRed ### ########.fr */
/* Updated: 2025/02/13 19:16:44 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -28,6 +28,14 @@ void ShaderProgram::attachShader(Shader *shader)
glAttachShader(_program, shader->getShader());
}
void ShaderProgram::clearShaders()
{
for (Shader *shader : _shaders)
glDetachShader(_program, shader->getShader());
_shaders.clear();
}
void ShaderProgram::link()
{
glLinkProgram(_program);
@ -86,6 +94,27 @@ void ShaderProgram::set_vec2(const std::string &name, const glm::vec2 &value) co
glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
}
void ShaderProgram::set_textures(std::map<std::string, std::vector<GLuint>> texture_ids)
{
size_t start_texture = 0;
for (auto it = texture_ids.begin(); it != texture_ids.end(); it++)
{
for (unsigned int i = 0; i < it->second.size(); i++)
{
GLuint current_unit = start_texture + i;
glActiveTexture(GL_TEXTURE0 + current_unit);
glBindTexture(GL_TEXTURE_2D, it->second[i]);
std::string uniform_name = it->first + "[" + std::to_string(i) + "]";
// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
glUniform1i(glGetUniformLocation(_program, uniform_name.c_str()), current_unit);
}
start_texture = it->second.size();
}
}
GLuint ShaderProgram::getProgram(void) const
{
return (_program);