/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Updated: 2025/02/06 16:33:54 by tomoron ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" int main(int argc, char **argv) { Arguments args(argc, argv); if (args.error()) return (1); Scene scene(args.getSceneName()); if (scene.fail()) return (1); Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args); 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"); GLint max_gpu_size; glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size); const std::vector &object_data = scene.getObjectData(); const std::vector &triangle_data = scene.getTriangleData(); const std::vector &bvh_nodes = scene.getBvh(); const std::vector &bvh_data = scene.getBvhData(); const std::vector &material_data = scene.getMaterialData(); std::cout << "Sending " << object_data.size() << " objects for " << \ object_data.size() * sizeof(GPUObject) + \ triangle_data.size() * sizeof(GPUTriangle) + \ bvh_nodes.size() * sizeof(GPUBvh) + \ material_data.size() * sizeof(GPUMaterial) \ << " / " << max_gpu_size << " bytes" << std::endl; GLuint objectSSBO; glGenBuffers(1, &objectSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUObject) * object_data.size(), object_data.data(), GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO); GLuint trianglesSSBO; glGenBuffers(1, &trianglesSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, trianglesSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO); GLuint bvh_nodesSSBO; glGenBuffers(1, &bvh_nodesSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO); GLuint bvhSSBO; glGenBuffers(1, &bvhSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO); GLuint materialSSBO; glGenBuffers(1, &materialSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO); GLuint lightSSBO; glGenBuffers(1, &lightSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO); GLuint cameraUBO; glGenBuffers(1, &cameraUBO); glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO); glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO); GLuint volumeUBO; glGenBuffers(1, &volumeUBO); glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO); glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO); GLuint debugUBO; glGenBuffers(1, &debugUBO); glBindBuffer(GL_UNIFORM_BUFFER, debugUBO); glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUDebug), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 2, debugUBO); if (!scene.loadTextures()) return (1); shader.attach(); shader.setupVertexBuffer(); while (!window.shouldClose()) { window.updateDeltaTime(); glUseProgram(shader.getProgramCompute()); glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO); glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data()); std::set gpu_lights = scene.getGPULights(); std::vector gpu_lights_array(gpu_lights.begin(), gpu_lights.end()); glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO); glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data()); window.rendererUpdate(shader); GPUCamera camera_data = scene.getCamera()->getGPUData(); glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data); glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume()); glBindBuffer(GL_UNIFORM_BUFFER, debugUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUDebug), &scene.getDebug()); shader.set_int("u_frameCount", window.getFrameCount()); shader.set_int("u_objectsNum", object_data.size()); shader.set_int("u_bvhNum", bvh_data.size()); shader.set_int("u_lightsNum", gpu_lights.size()); shader.set_int("u_pixelisation", window.getPixelisation()); shader.set_float("u_time", (float)(glfwGetTime())); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_textures(scene.getTextureIDs(), scene.getEmissionTextureIDs()); glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); 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 < 4; ++pass) { shader.flipOutputDenoising(pass % 2 == 0); glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass); glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); } shader.flipOutputDenoising(true); // glClear(GL_COLOR_BUFFER_BIT); window.imGuiNewFrame(); glUseProgram(shader.getProgram()); shader.drawTriangles(); window.imGuiRender(); window.display(); window.pollEvents(); } ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); return (0); }