Files
RT_GPU/srcs/class/Shader.cpp
2025-02-07 23:32:52 +01:00

294 lines
9.4 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Shader.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
/* Updated: 2025/02/02 19:44:13 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "Shader.hpp"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
const char *loadFileWithIncludes(const std::string& path)
{
std::ifstream file(path);
if (!file.is_open()) {
std::cerr << "Failed to open file: " << path << std::endl;
return "";
}
std::stringstream fileContent;
std::string line;
while (std::getline(file, line))
{
if (line.rfind("#include", 0) == 0)
{
size_t start = line.find_first_of("\"<");
size_t end = line.find_last_of("\">");
if (start != std::string::npos && end != std::string::npos && end > start)
{
std::string includePath = line.substr(start + 1, end - start - 1);
std::string includedContent = loadFileWithIncludes(includePath);
fileContent << includedContent << "\n";
}
}
else
fileContent << line << "\n";
}
return strdup(fileContent.str().c_str());
}
void printWithLineNumbers(const char *str)
{
if (!str)
return;
std::istringstream stream(str);
std::string line;
int lineNumber = 1;
while (std::getline(stream, line))
std::cout << lineNumber++ << ": " << line << std::endl;
}
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath, std::string denoisingPath)
{
const char *vertexCode = loadFileWithIncludes(vertexPath);
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
const char *denoisingCode = loadFileWithIncludes(denoisingPath);
// printWithLineNumbers(computeCode);
_vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertex, 1, &vertexCode, NULL);
glCompileShader(_vertex);
checkCompileErrors(_vertex);
_fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_fragment, 1, &fragmentCode, NULL);
glCompileShader(_fragment);
checkCompileErrors(_fragment);
_compute = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_compute, 1, &computeCode, NULL);
glCompileShader(_compute);
checkCompileErrors(_compute);
_denoising = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(_denoising, 1, &denoisingCode, NULL);
glCompileShader(_denoising);
checkCompileErrors(_denoising);
}
Shader::~Shader(void)
{
glDeleteShader(_vertex);
glDeleteShader(_fragment);
glDeleteShader(_compute);
glDeleteProgram(_program);
glDeleteProgram(_program_compute);
glDeleteProgram(_denoising);
}
void Shader::attach(void)
{
_program = glCreateProgram();
_program_compute = glCreateProgram();
_program_denoising = glCreateProgram();
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glAttachShader(_program_compute, _compute);
glAttachShader(_program_denoising, _denoising);
glLinkProgram(_program);
glLinkProgram(_program_compute);
glLinkProgram(_program_denoising);
glGenTextures(1, &_output_texture);
glBindTexture(GL_TEXTURE_2D, _output_texture);
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(0, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glGenTextures(1, &_accumulation_texture);
glBindTexture(GL_TEXTURE_2D, _accumulation_texture);
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(1, _accumulation_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glGenTextures(1, &_denoising_texture);
glBindTexture(GL_TEXTURE_2D, _denoising_texture);
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(2, _denoising_texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
}
void Shader::checkCompileErrors(GLuint shader)
{
GLint success;
GLchar infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
void Shader::setupVertexBuffer()
{
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 = sizeof(vertices) / sizeof(Vertex) / 3;
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_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 Shader::drawTriangles()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glUniform1i(glGetUniformLocation(_program, "screenTexture"), 0);
glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, _size * 3);
}
void Shader::flipOutputDenoising(bool pass)
{
if (pass)
{
glBindImageTexture(0, _output_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _denoising_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
else
{
glBindImageTexture(0, _denoising_texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, _output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
}
}
void Shader::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_float(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
{
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> emissive_texture_ids)
{
for (size_t i = 0; i < texture_ids.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
std::string uniform_name = "textures[" + std::to_string(i) + "]";
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
}
size_t start_texture = texture_ids.size() + 1;
for (size_t i = 0; i < emissive_texture_ids.size(); i++)
{
GLuint currentUnit = start_texture + i;
glActiveTexture(GL_TEXTURE0 + currentUnit);
glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
}
}
GLuint Shader::getProgram(void) const
{
return (_program);
}
GLuint Shader::getProgramCompute(void) const
{
return (_program_compute);
}
GLuint Shader::getProgramComputeDenoising(void) const
{
return (_program_denoising);
}
std::vector<float> Shader::getOutputImage(void)
{
std::vector<float> res(WIDTH * HEIGHT * 4);
glBindTexture(GL_TEXTURE_2D, _output_texture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, res.data());
glBindTexture(GL_TEXTURE_2D, 0);
return (res);
}