+ | Accumulation texture

This commit is contained in:
TheRedShip
2024-12-27 17:10:35 +01:00
parent c25c337d1f
commit f64d6d0042
9 changed files with 135 additions and 72 deletions

View File

@ -21,20 +21,6 @@ int main(int argc, char **argv)
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 1);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
// Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0, 0.0};
// scene.addMaterial(&redMaterial);
// for (int i = 0; i < 150; i++)
// {
// float angle = (2.0f * M_PI * i) / 150.0f;
// float x = 30.0f * cos(angle);
// float z = 30.0f * sin(angle);
// float y = 2.0f * sin(angle * 3.0f);
// glm::vec3 position(x, y, z);
// float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
// scene.addObject(new Sphere(position, sphereSize, 0));
// }
GLuint objectSSBO;
glGenBuffers(1, &objectSSBO);

View File

@ -54,6 +54,8 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
std::cout << computeCode << std::endl;
_vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertex, 1, &vertexCode, NULL);
@ -90,7 +92,6 @@ void Shader::attach(void)
_program = glCreateProgram();
_program_compute = glCreateProgram();
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);
@ -98,14 +99,23 @@ void Shader::attach(void)
glLinkProgram(_program);
glLinkProgram(_program_compute);
glGenTextures(1, &_outputTexture);
glBindTexture(GL_TEXTURE_2D, _outputTexture);
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, _outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, 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);
}
void Shader::checkCompileErrors(GLuint shader)
@ -146,7 +156,7 @@ void Shader::setupVertexBuffer(const Vertex* vertices, size_t size)
void Shader::drawTriangles(size_t size)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _outputTexture);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
glBindVertexArray(_screen_VAO);

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@ -64,6 +64,8 @@ void Window::process_input()
bool up = glfwGetKey(_window, GLFW_KEY_SPACE) == GLFW_PRESS;
bool down = glfwGetKey(_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
if (forward || backward || left || right || up || down)
_frameCount = 0;
_scene->getCamera()->process_keyboard(forward, backward, left, right, up, down);
}