mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Shader code include system
This commit is contained in:
2
Makefile
2
Makefile
@ -28,7 +28,7 @@ else
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RM := rm -rf
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DIR_DUP = mkdir -p $(@D)
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CC := clang++
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CFLAGS := -Ofast -Wall -Wextra -Werror
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CFLAGS := -Ofast -Wall -Wextra -Werror -g
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IFLAGS := -I./includes -I./includes/RT -I/usr/include
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LDFLAGS := -L/usr/lib/x86_64-linux-gnu -lglfw -lGL -lGLU -lX11 -lpthread -ldl -lstdc++
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FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
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@ -22,6 +22,7 @@
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# include "glad/gl.h"
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# include "GLFW/glfw3.h"
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# include "ShadInclude.hpp"
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# include <iostream>
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# include <fstream>
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@ -1,4 +1,5 @@
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#version 430 core
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#include "shaders/utils.glsl"
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// Work group dimensions
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layout(local_size_x = 16, local_size_y = 16) in;
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@ -30,21 +31,6 @@ uniform int u_frameCount;
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vec3 lightPos = vec3(5.0, 5.0, 5.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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float getRandom(in vec2 xy, float seed)
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{
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return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
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}
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vec3 randomVec3(vec2 uv, int frame)
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{
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float x = getRandom(uv, float(frame) + 0.1);
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float y = getRandom(uv + vec2(1.0), float(frame) + 0.2);
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float z = getRandom(uv + vec2(2.0), float(frame) + 0.3);
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return vec3(x, y, z);
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}
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struct Ray {
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vec3 origin;
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vec3 direction;
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@ -113,6 +99,6 @@ void main() {
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vec3 color = pathtrace(ray);
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// Write to the output image
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imageStore(outputImage, pixelCoords, vec4(randomVec3(uv, u_frameCount), 1.0));
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}
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}
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15
shaders/utils.glsl
Normal file
15
shaders/utils.glsl
Normal file
@ -0,0 +1,15 @@
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float seed = 1.0;
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float getRandom(vec2 uv, int frameCount)
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{
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float seed = dot(uv, vec2(12.9898, 78.233)) + float(frameCount);
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return fract(sin(seed) * 43758.5453);
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}
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vec3 randomVec3(vec2 uv, int frameCount)
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{
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return vec3(
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getRandom(uv + vec2(0.1, 0.1), frameCount),
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getRandom(uv + vec2(0.2, 0.2), frameCount),
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getRandom(uv + vec2(0.3, 0.3), frameCount)
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);
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}
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@ -70,7 +70,7 @@ int main(int argc, char **argv)
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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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std::cout << "\rFrame: " << window.getFrameCount() << " Fps: " << int(window.getFps()) << " " << std::flush;
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window.display();
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window.pollEvents();
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@ -12,37 +12,48 @@
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#include "Shader.hpp"
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char* load_file(char const* path)
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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const char *loadFileWithIncludes(const std::string& path)
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{
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char* buffer = 0;
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long length = 0;
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FILE * f = fopen (path, "rb");
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std::ifstream file(path);
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if (!file.is_open()) {
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std::cerr << "Failed to open file: " << path << std::endl;
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return "";
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}
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if (f)
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std::stringstream fileContent;
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std::string line;
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while (std::getline(file, line))
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{
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fseek (f, 0, SEEK_END);
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length = ftell (f);
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fseek (f, 0, SEEK_SET);
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buffer = (char*)malloc ((length+1)*sizeof(char));
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if (buffer)
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if (line.rfind("#include", 0) == 0)
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{
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fread (buffer, sizeof(char), length, f);
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}
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fclose (f);
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}
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else
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return (NULL);
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buffer[length] = '\0';
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size_t start = line.find_first_of("\"<");
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size_t end = line.find_last_of("\">");
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if (start != std::string::npos && end != std::string::npos && end > start)
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{
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std::string includePath = line.substr(start + 1, end - start - 1);
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std::string includedContent = loadFileWithIncludes(includePath);
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fileContent << includedContent << "\n";
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}
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}
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else
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fileContent << line << "\n";
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}
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return buffer;
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return strdup(fileContent.str().c_str());
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}
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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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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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_vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(_vertex, 1, &vertexCode, NULL);
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@ -15,6 +15,7 @@
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Window::Window(Scene *scene, int width, int height, const char *title, int sleep)
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{
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_scene = scene;
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_frameCount = 0;
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if (!glfwInit())
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{
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