/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Updated: 2025/02/15 22:54:52 by tomoron ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" void setupScreenTriangle(GLuint *VAO); void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program); std::vector generateTextures(unsigned int textures_count); std::vector createDataOnGPU(Scene &scene); void updateDataOnGPU(Scene &scene, std::vector buffers); void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector textures); 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); GLuint VAO; setupScreenTriangle(&VAO); std::vector textures = generateTextures(8); //0 output //1 output_accumulation //2 denoising //3 normal //4 position //5 light //6 light_accum //7 color ShaderProgram raytracing_program; Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl"); raytracing_program.attachShader(&compute); raytracing_program.link(); ShaderProgram denoising_program; Shader denoise = Shader(GL_COMPUTE_SHADER, "shaders/denoising.glsl"); denoising_program.attachShader(&denoise); denoising_program.link(); ShaderProgram render_program; Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert"); Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag"); render_program.attachShader(&vertex); render_program.attachShader(&frag); render_program.link(); std::vector buffers = createDataOnGPU(scene); if (!scene.loadTextures()) return (-1); while (!window.shouldClose()) { window.updateDeltaTime(); updateDataOnGPU(scene, buffers); window.rendererUpdate(textures, denoising_program); glClear(GL_COLOR_BUFFER_BIT); raytracing_program.use(); raytracing_program.set_int("u_frameCount", window.getFrameCount()); raytracing_program.set_int("u_objectsNum", scene.getObjectData().size()); raytracing_program.set_int("u_bvhNum", scene.getBvhData().size()); raytracing_program.set_int("u_lightsNum", scene.getGPULights().size()); raytracing_program.set_int("u_pixelisation", window.getPixelisation()); raytracing_program.set_float("u_time", (float)(glfwGetTime())); raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); std::map> object_textures; object_textures["textures"] = scene.getTextureIDs(); object_textures["emissive_textures"] = scene.getEmissionTextureIDs(); raytracing_program.set_textures(object_textures); raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); if (scene.getDenoise().enabled && !window.isRendering()) shaderDenoise(denoising_program, scene.getDenoise(), textures); window.imGuiNewFrame(); render_program.use(); drawScreenTriangle(VAO, textures[0], render_program.getProgram()); window.imGuiRender(raytracing_program); window.display(); window.pollEvents(); // glClearTexImage(textures[3], 0, GL_RGBA, GL_FLOAT, nullptr); // glClearTexImage(textures[4], 0, GL_RGBA, GL_FLOAT, nullptr); } ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); return (0); }