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https://github.com/TheRedShip/RT_GPU.git
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+ | Accumulation texture
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@ -54,6 +54,8 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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std::cout << computeCode << std::endl;
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(_vertex, 1, &vertexCode, NULL);
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@ -90,7 +92,6 @@ void Shader::attach(void)
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_program = glCreateProgram();
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_program_compute = glCreateProgram();
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glAttachShader(_program, _vertex);
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glAttachShader(_program, _fragment);
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glAttachShader(_program_compute, _compute);
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@ -98,14 +99,23 @@ void Shader::attach(void)
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glLinkProgram(_program);
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glLinkProgram(_program_compute);
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glGenTextures(1, &_outputTexture);
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glBindTexture(GL_TEXTURE_2D, _outputTexture);
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glGenTextures(1, &_output_texture);
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glBindTexture(GL_TEXTURE_2D, _output_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(0, _outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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glGenTextures(1, &_accumulation_texture);
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glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(1, _accumulation_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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void Shader::checkCompileErrors(GLuint shader)
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@ -146,7 +156,7 @@ void Shader::setupVertexBuffer(const Vertex* vertices, size_t size)
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void Shader::drawTriangles(size_t size)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _outputTexture);
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glBindTexture(GL_TEXTURE_2D, _output_texture);
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glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
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glBindVertexArray(_screen_VAO);
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