~ | Pass system shader

This commit is contained in:
TheRedShip
2025-02-07 23:32:52 +01:00
parent 47bf193752
commit cbc2550d78
5 changed files with 76 additions and 43 deletions

View File

@ -18,13 +18,15 @@
class Shader class Shader
{ {
public: public:
Shader(std::string vertexPath, std::string fragmentPath, std::string computePath); Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath);
~Shader(void); ~Shader(void);
void attach(void); void attach(void);
void setupVertexBuffer(); void setupVertexBuffer();
void drawTriangles(); void drawTriangles();
void flipOutputDenoising(bool pass);
// void setBool(const std::string &name, bool value) const; // void setBool(const std::string &name, bool value) const;
void set_int(const std::string &name, int value) const; void set_int(const std::string &name, int value) const;
void set_float(const std::string &name, float value) const; void set_float(const std::string &name, float value) const;
@ -37,6 +39,7 @@ class Shader
GLuint getProgram(void) const; GLuint getProgram(void) const;
GLuint getProgramCompute(void) const; GLuint getProgramCompute(void) const;
GLuint getProgramComputeDenoising(void) const;
std::vector<float> getOutputImage(void); std::vector<float> getOutputImage(void);
@ -46,6 +49,7 @@ class Shader
GLuint _program; GLuint _program;
GLuint _program_compute; GLuint _program_compute;
GLuint _program_denoising;
GLuint _output_texture; GLuint _output_texture;
GLuint _accumulation_texture; GLuint _accumulation_texture;
@ -54,6 +58,7 @@ class Shader
GLuint _vertex; GLuint _vertex;
GLuint _fragment; GLuint _fragment;
GLuint _compute; GLuint _compute;
GLuint _denoising;
size_t _size; size_t _size;

20
shaders/denoising.glsl Normal file
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@ -0,0 +1,20 @@
#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D read_texture;
layout(binding = 2, rgba32f) uniform image2D write_texture;
uniform vec2 u_resolution;
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
vec4 color = imageLoad(read_texture, pixel_coords);
color *= 0.5;
imageStore(write_texture, pixel_coords, color);
}

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@ -5,41 +5,5 @@ out vec4 FragColor;
uniform sampler2D screenTexture; uniform sampler2D screenTexture;
void main() { void main() {
vec2 uv = TexCoords; FragColor = texture(screenTexture, TexCoords);
float incr_x = 1.0 / 1920.0 ;
float incr_y = 1.0 / 1080.0 ;
int iteration = 5;
if (iteration == 0) {FragColor = texture(screenTexture, uv);return;}
vec4 color = vec4(vec3(0.), 1.0);
float totalWeight = 0.;
float kernel[5] = float[5](1.0/16.0, 1.0/4.0, 3.0/8.0, 1.0/4.0, 1.0/16.0);
for (int i = 0; i < iteration; i++)
{
int holes = int(pow(2, i));
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
vec2 current_uv = uv + vec2(x * holes * incr_x, y * holes * incr_y);
// if (current_uv.x < 0. || current_uv.y < 0. || current_uv.x > 1. || current_uv.y > 1.)
// continue ;
// current_uv = clamp(current_uv, vec2(0.), vec2(1.));
float weight = kernel[x+2] * kernel[y+2];
totalWeight += weight;
color += texture(screenTexture, current_uv) * weight;
}
}
}
FragColor = color / totalWeight;
} }

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@ -21,7 +21,7 @@ int main(int argc, char **argv)
if (scene.fail()) if (scene.fail())
return (1); return (1);
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args); Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl"); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl", "shaders/denoising.glsl");
// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl"); // Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
@ -141,6 +141,20 @@ int main(int argc, char **argv)
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//
glUseProgram(shader.getProgramComputeDenoising());
glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
for (int pass = 0; pass < 1; ++pass)
{
shader.flipOutputDenoising(pass % 2 == 0);
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
shader.flipOutputDenoising(true);
//
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
window.imGuiNewFrame(); window.imGuiNewFrame();

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@ -61,11 +61,12 @@ void printWithLineNumbers(const char *str)
std::cout << lineNumber++ << ": " << line << std::endl; std::cout << lineNumber++ << ": " << line << std::endl;
} }
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath) Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath)
{ {
const char *vertexCode = loadFileWithIncludes(vertexPath); const char *vertexCode = loadFileWithIncludes(vertexPath);
const char *fragmentCode = loadFileWithIncludes(fragmentPath); const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath); const char *computeCode = loadFileWithIncludes(computePath);
const char *denoisingCode = loadFileWithIncludes(denoisingPath);
// printWithLineNumbers(computeCode); // printWithLineNumbers(computeCode);
@ -89,6 +90,13 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
glCompileShader(_compute); glCompileShader(_compute);
checkCompileErrors(_compute); checkCompileErrors(_compute);
_denoising = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_denoising, 1, &denoisingCode, NULL);
glCompileShader(_denoising);
checkCompileErrors(_denoising);
} }
Shader::~Shader(void) Shader::~Shader(void)
@ -98,15 +106,14 @@ Shader::~Shader(void)
glDeleteShader(_compute); glDeleteShader(_compute);
glDeleteProgram(_program); glDeleteProgram(_program);
glDeleteProgram(_program_compute); glDeleteProgram(_program_compute);
glDeleteProgram(_denoising);
} }
void Shader::attach(void) void Shader::attach(void)
{ {
_program = glCreateProgram(); _program = glCreateProgram();
_program_compute = glCreateProgram(); _program_compute = glCreateProgram();
_program_denoising = glCreateProgram();
glProgramParameteri(_program_compute, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glProgramParameteri(_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
@ -114,10 +121,14 @@ void Shader::attach(void)
glAttachShader(_program, _vertex); glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment); glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute); glAttachShader(_program_compute, _compute);
glAttachShader(_program_denoising, _denoising);
glLinkProgram(_program); glLinkProgram(_program);
glLinkProgram(_program_compute); glLinkProgram(_program_compute);
glLinkProgram(_program_denoising);
glGenTextures(1, &_output_texture); glGenTextures(1, &_output_texture);
glBindTexture(GL_TEXTURE_2D, _output_texture); glBindTexture(GL_TEXTURE_2D, _output_texture);
@ -196,6 +207,20 @@ void Shader::drawTriangles()
glDrawArrays(GL_TRIANGLES, 0, _size * 3); 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 void Shader::set_int(const std::string &name, int value) const
{ {
glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value); glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
@ -252,6 +277,11 @@ GLuint Shader::getProgramCompute(void) const
return (_program_compute); return (_program_compute);
} }
GLuint Shader::getProgramComputeDenoising(void) const
{
return (_program_denoising);
}
std::vector<float> Shader::getOutputImage(void) std::vector<float> Shader::getOutputImage(void)
{ {
std::vector<float> res(WIDTH * HEIGHT * 4); std::vector<float> res(WIDTH * HEIGHT * 4);