mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Accumulation texture
This commit is contained in:
@ -22,7 +22,6 @@
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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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@ -45,7 +45,8 @@ class Shader
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GLuint _program;
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GLuint _program_compute;
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GLuint _outputTexture;
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GLuint _output_texture;
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GLuint _accumulation_texture;
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GLuint _vertex;
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GLuint _fragment;
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@ -1,10 +1,11 @@
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MAT 255 255 255 0.0 1.0 2.0
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MAT 255 255 255 1.0 1.0 2.0
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MAT 255 0 0 0.0 1.0 2.0
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sp 0 -1 -6 1.0 0
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sp 0 5 -6 3.0 1
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sp 0 -50 -6 50.0 0
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sp 50 30 -6 30.0 1
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sp 0 1 -2 1.5 2
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R 1.0 -2.0 10
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@ -1,11 +1,10 @@
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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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#include "shaders/random.glsl"
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layout(local_size_x = 16, local_size_y = 16) in;
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// Output image
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layout(binding = 0, rgba32f) uniform image2D outputImage;
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layout(binding = 1, rgba32f) uniform image2D accumulationImage;
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struct GPUObject {
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vec3 position; // 12 + 4
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@ -31,53 +30,100 @@ 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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struct Ray {
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struct Ray
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{
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vec3 origin;
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vec3 direction;
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};
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bool intersectSphere(Ray ray, vec3 center, float radius, out float t)
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struct hitInfo
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{
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vec3 oc = ray.origin - center;
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float t;
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vec3 normal;
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vec3 position;
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int obj_index;
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};
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bool intersectSphere(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 oc = ray.origin - obj.position;
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float a = dot(ray.direction, ray.direction);
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float b = 2.0 * dot(oc, ray.direction);
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float c = dot(oc, oc) - radius * radius;
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float c = dot(oc, oc) - obj.radius * obj.radius;
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float discriminant = b * b - 4.0 * a * c;
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if (discriminant < 0.0) {
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if (discriminant < 0.0)
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return false;
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}
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float t1 = (-b - sqrt(discriminant)) / (2.0 * a);
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if (t1 > 0.001) {
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t = t1;
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return true;
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}
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return false;
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float t = (-b - sqrt(discriminant)) / (2.0 * a);
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if (t < 0.0)
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t = (-b + sqrt(discriminant)) / (2.0 * a);
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = normalize(hit.position - obj.position);
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return (true);
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}
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vec3 pathtrace(Ray ray)
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hitInfo trace_ray(Ray ray)
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{
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vec3 color = vec3(0.0);
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vec3 light = vec3(0.0);
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hitInfo hit;
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hit.t = 1e30;
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hit.obj_index = -1;
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float closest_t = 1e30;
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for (int i = 0; i < u_objectsNum; i++)
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{
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float t;
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if (intersectSphere(ray, objects[i].position, objects[i].radius, t))
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{
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if (t < closest_t)
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{
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closest_t = t;
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GPUObject obj = objects[i];
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vec3 hitPoint = ray.origin + t * ray.direction;
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vec3 normal = normalize(hitPoint - objects[i].position);
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color = objects[i].color * normal.y;
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hitInfo tempHit;
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if (intersectSphere(ray, obj, tempHit))
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{
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if (tempHit.t > 0.0f && tempHit.t < hit.t)
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{
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hit.t = tempHit.t;
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hit.obj_index = i;
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hit.position = tempHit.position;
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hit.normal = tempHit.normal;
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}
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}
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}
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return (color);
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return (hit);
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}
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vec3 pathtrace(Ray ray, vec2 random)
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{
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vec3 color = vec3(1.0);
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vec3 light = vec3(0.0);
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float closest_t = 1e30;
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for (int i = 0; i < 10; i++)
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{
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hitInfo hit = trace_ray(ray);
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if (hit.obj_index == -1)
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{
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light += vec3(0); //ambient color
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break;
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}
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GPUObject obj = objects[hit.obj_index];
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color *= obj.color;
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if (obj.emission > 0.0)
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{
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light += obj.emission * obj.color;
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break;
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}
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ray.origin = hit.position + hit.normal * 0.001;
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//cosine weighted importance sampling
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vec3 unit_sphere = normalize(randomVec3Mixed(random, u_frameCount, -1.0, 1.0));
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if (dot(unit_sphere, hit.normal) < 0.0)
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unit_sphere = -unit_sphere;
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ray.direction = normalize(hit.normal + unit_sphere);
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}
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return (color * light);
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}
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void main() {
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@ -97,8 +143,13 @@ void main() {
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rayDirection = normalize(rayDirection);
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Ray ray = Ray(u_cameraPosition, rayDirection);
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vec3 color = pathtrace(ray);
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vec3 color = pathtrace(ray, uv);
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imageStore(outputImage, pixelCoords, vec4(randomVec3(uv, u_frameCount), 1.0));
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vec4 accum = imageLoad(accumulationImage, pixelCoords);
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accum.rgb = accum.rgb * float(u_frameCount) / float(u_frameCount + 1) + color / float(u_frameCount + 1);
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accum.a = 1.0;
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imageStore(accumulationImage, pixelCoords, accum);
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imageStore(outputImage, pixelCoords, accum);
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}
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28
shaders/random.glsl
Normal file
28
shaders/random.glsl
Normal file
@ -0,0 +1,28 @@
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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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vec3 randomVec3Mixed(vec2 uv, int frameCount, float min_val, float max_val)
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{
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float randomX = getRandom(uv + vec2(0.1, 0.1), frameCount);
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float randomY = getRandom(uv + vec2(0.2, 0.2), frameCount);
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float randomZ = getRandom(uv + vec2(0.3, 0.3), frameCount);
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return vec3(
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mix(min_val, max_val, randomX),
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mix(min_val, max_val, randomY),
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mix(min_val, max_val, randomZ)
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);
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}
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@ -1,15 +0,0 @@
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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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14
srcs/RT.cpp
14
srcs/RT.cpp
@ -21,20 +21,6 @@ int main(int argc, char **argv)
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 1);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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// Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0, 0.0};
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// scene.addMaterial(&redMaterial);
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// for (int i = 0; i < 150; i++)
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// {
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// float angle = (2.0f * M_PI * i) / 150.0f;
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// float x = 30.0f * cos(angle);
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// float z = 30.0f * sin(angle);
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// float y = 2.0f * sin(angle * 3.0f);
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// glm::vec3 position(x, y, z);
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// float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
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// scene.addObject(new Sphere(position, sphereSize, 0));
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// }
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GLuint objectSSBO;
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glGenBuffers(1, &objectSSBO);
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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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@ -64,6 +64,8 @@ void Window::process_input()
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bool up = glfwGetKey(_window, GLFW_KEY_SPACE) == GLFW_PRESS;
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bool down = glfwGetKey(_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
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if (forward || backward || left || right || up || down)
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_frameCount = 0;
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_scene->getCamera()->process_keyboard(forward, backward, left, right, up, down);
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}
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