+ | Renderer working

This commit is contained in:
TheRedShip
2025-02-14 18:11:33 +01:00
parent 583e15685a
commit a704a1fd76
7 changed files with 57 additions and 40 deletions

View File

@ -38,7 +38,7 @@ class Renderer
public:
Renderer(Scene *scene, Window *win, Arguments &args);
void update(Shader &shader);
void update(GLuint &texture);
void renderImgui(void);
int rendering(void) const;
@ -66,7 +66,7 @@ class Renderer
void initRender();
void fillGoodCodecList(std::vector<AVCodecID> &lst);
void updateAvailableCodecs(int mode, AVCodecID id);
void addImageToRender(Shader &shader);
void addImageToRender(GLuint &texture);
void endRender(void);

View File

@ -48,7 +48,7 @@ class Window
void setFrameCount(int nb);
void rendererUpdate(Shader &shader);
void rendererUpdate(GLuint &texture);
private:
GLFWwindow *_window;
Scene *_scene;

View File

@ -1,4 +1,4 @@
#if 0
#if SHADER_DEBUG
#include "shaders/debug.glsl"
#else
#include "shaders/raytracing.glsl"

View File

@ -132,21 +132,31 @@ struct Stats
#include "shaders/intersect.glsl"
int traceRay(Ray ray)
hitInfo traceScene(Ray ray)
{
int num_hit;
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
num_hit = 0;
for (int i = 0; i < u_objectsNum; i++)
{
GPUObject obj = objects[i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit))
num_hit++;
if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.obj_index = i;
hit.obj_type = obj.type;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
return (num_hit);
return (hit);
}
hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
@ -272,12 +282,23 @@ Ray initRay(vec2 uv)
return (Ray(origin, ray_direction, (1.0 / ray_direction)));
}
hitInfo trace(Ray ray, inout Stats stats)
{
hitInfo hitBVH;
hitInfo hitScene;
hitInfo hit;
hitBVH = traverseBVHs(ray, stats);
hitScene = traceScene(ray);
return (hitBVH.t < hitScene.t ? hitBVH : hitScene);
}
vec3 debugColor(vec2 uv)
{
Ray ray = initRay(uv);
Stats stats = Stats(0, 0);
hitInfo hit = traverseBVHs(ray, stats);
hitInfo hit = trace(ray, stats);
float box_display = float(stats.box_count) / float(debug.box_treshold);
float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);

View File

@ -64,9 +64,11 @@ int main(int argc, char **argv)
while (!window.shouldClose())
{
window.updateDeltaTime();
glClear(GL_COLOR_BUFFER_BIT);
updateDataOnGPU(scene, buffers);
window.rendererUpdate(textures[0]);
glClear(GL_COLOR_BUFFER_BIT);
raytracing_program.use();
raytracing_program.set_int("u_frameCount", window.getFrameCount());

View File

@ -300,15 +300,17 @@ void Renderer::initRender(void)
SWS_BILINEAR, nullptr, nullptr, nullptr);
}
void Renderer::addImageToRender(Shader &shader)
void Renderer::addImageToRender(GLuint &texture)
{
std::vector<float> image;
std::vector<float> image(WIDTH * HEIGHT * 4);
AVPacket *pkt;
long int videoFrameOffset;
long int outputImageOffset;
(void) shader;
// image = shader.getOutputImage();
glBindTexture(GL_TEXTURE_2D, texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, image.data());
glBindTexture(GL_TEXTURE_2D, 0);
for (int x = 0; x < WIDTH; x++)
{
@ -401,7 +403,7 @@ void Renderer::addPoint(float time)
_path.insert(pos, newPoint);
}
void Renderer::update(Shader &shader)
void Renderer::update(GLuint &texture)
{
double curTime;
@ -422,7 +424,7 @@ void Renderer::update(Shader &shader)
if(!_testMode)
{
addImageToRender(shader);
addImageToRender(texture);
_frameCount++;
}
makeMovement(curTime - _curSplitStart, curTime);

View File

@ -172,9 +172,9 @@ bool Window::shouldClose()
return glfwWindowShouldClose(_window) || _renderer->shouldClose();
}
void Window::rendererUpdate(Shader &shader)
void Window::rendererUpdate(GLuint &texture)
{
_renderer->update(shader);
_renderer->update(texture);
}
void Window::imGuiNewFrame()
@ -253,7 +253,7 @@ void Window::imGuiRender(ShaderProgram &raytracing_program)
if (ImGui::CollapsingHeader("Fog"))
{
if (ImGui::Checkbox("Enable", (bool *)(&_scene->getVolume().enabled)))
if (ImGui::Checkbox("Enable##0", (bool *)(&_scene->getVolume().enabled)))
{
raytracing_program.set_define("FOG", std::to_string(_scene->getVolume().enabled));
raytracing_program.reloadShaders();
@ -279,9 +279,7 @@ void Window::imGuiRender(ShaderProgram &raytracing_program)
if (ImGui::CollapsingHeader("Denoiser"))
{
ImGui::PushID(0);
ImGui::Checkbox("Enable", (bool *)(&_scene->getDenoise().enabled));
ImGui::Checkbox("Enable##1", (bool *)(&_scene->getDenoise().enabled));
ImGui::Separator();
if (ImGui::SliderInt("Pass", &_scene->getDenoise().pass, 0, 8))
_scene->getDenoise().pass = (_scene->getDenoise().pass / 2) * 2; // make sure it's even
@ -289,15 +287,11 @@ void Window::imGuiRender(ShaderProgram &raytracing_program)
ImGui::SliderFloat("Color diff", &_scene->getDenoise().c_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Position diff", &_scene->getDenoise().p_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Normal diff", &_scene->getDenoise().n_phi, 0.0f, 1.0f);
ImGui::PopID();
}
if (ImGui::CollapsingHeader("Debug"))
{
ImGui::PushID(0);
if (ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled)))
if (ImGui::Checkbox("Enable##2", (bool *)(&_scene->getDebug().enabled)))
{
raytracing_program.set_define("DEBUG", std::to_string(_scene->getDebug().enabled));
raytracing_program.reloadShaders();
@ -307,8 +301,6 @@ void Window::imGuiRender(ShaderProgram &raytracing_program)
has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
ImGui::PopID();
}
@ -356,9 +348,9 @@ int Window::getPixelisation(void)
if (mouse || movement)
{
if(_fps < 60 && _pixelisation < 16)
if(_fps < 30 && _pixelisation < 16)
_pixelisation++;
if(_fps > 120 && _pixelisation > 0)
if(_fps > 60 && _pixelisation > 0)
_pixelisation--;
}
else if(_pixelisation)