Files
RT_GPU/srcs/RT.cpp

118 lines
4.2 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* RT.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/03/18 17:09:34 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#include "RT.hpp"
void setupScreenTriangle(GLuint *VAO);
void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program);
std::vector<GLuint> generateTextures(unsigned int textures_count);
void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers);
void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::vector<GLuint> textures);
int main(int argc, char **argv)
{
Arguments args(argc, argv);
if (args.error())
return (1);
Scene scene(args.getSceneName());
if (scene.error())
return (1);
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args);
GLuint VAO;
setupScreenTriangle(&VAO);
std::vector<GLuint> textures = generateTextures(8);
ShaderProgram raytracing_program;
Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl");
int maxTextureUnits; glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
std::cout << "Max texture units: " << maxTextureUnits << std::endl;
// compute.setDefine("TEXTURE_MAX", std::to_string(maxTextureUnits / 2));
// compute.reload();
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<Buffer *> buffers = scene.createDataOnGPU();
if (!scene.loadTextures())
return (-1);
while (!window.shouldClose())
{
window.clusterizerUpdate(textures, denoising_program, buffers);
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));
window.reduceTimeFrame();
std::map<std::string, std::vector<GLuint>> 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[window.getOutputTexture()], render_program.getProgram());
window.imGuiRender(raytracing_program, textures);
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);
}