/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT_utils.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: TheRed +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/02/12 23:21:09 by TheRed #+# #+# */ /* Updated: 2025/02/12 23:21:09 by TheRed ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" void setupScreenTriangle(GLuint *VAO) { GLuint VBO; Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}}; size_t size = sizeof(vertices) / sizeof(Vertex) / 3; // size 1 glGenVertexArrays(1, VAO); glBindVertexArray(*VAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW); // Position attribute glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); glEnableVertexAttribArray(0); // Texture coordinate attribute glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord)); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, output_texture); glUniform1i(glGetUniformLocation(program, "screenTexture"), 0); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 1 * 3); // size 1 } std::vector generateTextures(unsigned int textures_count) { std::vector textures(textures_count); glGenTextures(textures_count, textures.data()); for (unsigned int i = 0; i < textures_count; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); 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(i, textures[i], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); } return (textures); } std::vector createDataOnGPU(Scene &scene) { 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; std::vector buffers; buffers.push_back(new Buffer(Buffer::Type::SSBO, 1, sizeof(GPUObject) * object_data.size(), object_data.data())); buffers.push_back(new Buffer(Buffer::Type::SSBO, 2, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data())); buffers.push_back(new Buffer(Buffer::Type::SSBO, 3, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data())); buffers.push_back(new Buffer(Buffer::Type::SSBO, 4, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data())); buffers.push_back(new Buffer(Buffer::Type::SSBO, 5, sizeof(GPUMaterial) * material_data.size(), nullptr)); buffers.push_back(new Buffer(Buffer::Type::SSBO, 6, scene.getGPULights().size() * sizeof(int), nullptr)); buffers.push_back(new Buffer(Buffer::Type::UBO, 0, sizeof(GPUCamera), nullptr)); buffers.push_back(new Buffer(Buffer::Type::UBO, 1, sizeof(GPUVolume), nullptr)); buffers.push_back(new Buffer(Buffer::Type::UBO, 2, sizeof(GPUDebug), nullptr)); return (buffers); } void updateDataOnGPU(Scene &scene, std::vector buffers) { const std::vector &material_data = scene.getMaterialData(); const std::set &gpu_lights = scene.getGPULights(); std::vector gpu_lights_array(gpu_lights.begin(), gpu_lights.end()); buffers[4]->update(material_data.data(), sizeof(GPUMaterial) * material_data.size()); buffers[5]->update(gpu_lights_array.data(), gpu_lights.size() * sizeof(int)); GPUCamera camera_data = scene.getCamera()->getGPUData(); buffers[6]->update(&camera_data, sizeof(GPUCamera)); buffers[7]->update(&scene.getVolume(), sizeof(GPUVolume)); buffers[8]->update(&scene.getDebug(), sizeof(GPUDebug)); } void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector textures) { denoising_program.use(); denoising_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); denoising_program.set_int("u_pass_count", denoise.pass); denoising_program.set_float("u_c_phi", denoise.c_phi); denoising_program.set_float("u_p_phi", denoise.p_phi); denoising_program.set_float("u_n_phi", denoise.n_phi); int output_texture = 5; int denoising_texture = 2; for (int pass = 0; pass < denoise.pass ; ++pass) { glBindImageTexture(5, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); glBindImageTexture(2, textures[denoising_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); denoising_program.set_int("u_pass", pass); denoising_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); std::swap(output_texture, denoising_texture); } glBindImageTexture(5, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); }