refactor shaders, implement depth buffer
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parent
c4b74458a8
commit
cdc4aea9d5
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@ -1,2 +1,4 @@
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const float INF = 1000.0;
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const float INF = 17.0;
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const float PI = 3.14159;
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const int SAMPLES = 1;
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const int BOUNCES = 4;
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@ -1,9 +1,5 @@
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vec2 pixelUv()
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vec2 pixelUv(ivec2 pixelCoords, ivec2 dims)
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{
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(img_output);
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vec2 uv;
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uv.x = (float(pixelCoords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixelCoords.y * 2 - dims.y) / dims.y);
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@ -12,7 +12,11 @@ mat3 getTangentSpace(vec3 normal)
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vec3 sampleHemisphere(vec3 normal)
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{
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vec2 uv = pixelUv();
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// TODO: make independent of this image uniform
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(img_output);
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vec2 uv = pixelUv(pixelCoords, dims);
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uv += _seed.xy;
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vec4 noise = sampleNoise(uv);;
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@ -2,6 +2,9 @@
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layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
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// gbuffer?
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layout(rgba32f, binding = 2) readonly uniform image2D _g0;
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// final output
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layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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@ -35,18 +38,18 @@ void main()
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// base pixel colour for the image
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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vec2 uv = pixelUv();
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(img_output);
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int samples = 1;
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int bounces = 4;
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vec2 uv = pixelUv(pixelCoords, dims);
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for (int i = 0; i < samples; i++)
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for (int i = 0; i < SAMPLES; i++)
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{
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// create a ray from the uv
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Ray ray = createCameraRay(uv);
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// trace the rays path around the scene
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for (int j = 0; j < bounces; j++)
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for (int j = 0; j < BOUNCES; j++)
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{
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RayHit hit = trace(ray);
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@ -55,7 +58,16 @@ void main()
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if (length(ray.energy) < 0.001) break;
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}
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}
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pixel.xyz /= samples;
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pixel.xyz /= SAMPLES;
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vec4 d = imageLoad(_g0, ivec2(gl_GlobalInvocationID.xy));
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float depth = d.x;
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pixel.xyz = mix(pixel.xyz, vec3(0), depth);
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//pixel.a = 1.0;
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//pixel.xyz = texture(_g0, uv).xyz;
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// output to a specific pixel in the image
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imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);
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@ -1,3 +1,48 @@
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#version 430
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// writes first hit information into buffers to accelerate later passes
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// local work group
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layout(local_size_x = 1, local_size_y = 1) in;
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layout (rgba32f, binding = 2) uniform image2D g0_output;
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#include func.glsl
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#include constants.glsl
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#include time.glsl
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#include sphere.glsl
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#include ray.glsl
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#include intersect.glsl
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#include random.glsl
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#include camera.glsl
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#include image.glsl
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#include scene.glsl
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void main()
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{
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// x normal.x
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// y normal.y
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// z normal.z
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// w depth
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vec4 pixel= vec4(0);
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(g0_output);
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vec2 uv = pixelUv(pixelCoords, dims);
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Ray ray = createCameraRay(uv);
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RayHit hit = trace(ray);
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//pixel.xyz = hit.normal;
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// TODO: non-linear depth
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float n = 1;
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float f = INF;
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float z = hit.distance;
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float depth = (1.0/z-1.0/n)/(1.0/n-1.0/f);
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pixel.x = z/f;
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imageStore(g0_output, pixelCoords, pixel);
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}
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77
src/gfx.c
77
src/gfx.c
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@ -14,11 +14,8 @@ unsigned int indices[] = {
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1, 2, 3
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};
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SDL_Window* sdlWindow;
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SDL_GLContext* sdlContext;
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GLuint compileShader(const char* path, GLenum type);
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SDL_Window* gfxInit(int width, int height)
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{
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// load sdl modules
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@ -33,7 +30,7 @@ SDL_Window* gfxInit(int width, int height)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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sdlWindow = SDL_CreateWindow(
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SDL_Window *sdlWindow = SDL_CreateWindow(
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"oglc",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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@ -62,19 +59,36 @@ SDL_Window* gfxInit(int width, int height)
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &imageUnits);
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printf("max texture image units %d\n", imageUnits);
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printWorkGroupLimits();
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return sdlWindow;
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}
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unsigned int compileQuadShaderProgram(const char* vsPath, const char* fsPath)
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int compileShaders(struct Shaders *shaders)
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{
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// everything is renderered onto the surface of one quad
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shaders->quad = compileQuadShaderProgram("bin/shader.vert", "bin/shader.frag");
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// preprass writes first-pass information into buffers for later acceleration
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shaders->prepass = compileComputeShaderProgram("bin/rtpre.compute");
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// lighting traces multiple bounces of light around the scene
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shaders->lighting = compileComputeShaderProgram("bin/rt.compute");
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// TODO: actually make sure all the shaders compile
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return 0;
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}
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GLuint compileQuadShaderProgram(const char* vsPath, const char* fsPath)
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{
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GLuint vs = compileShader(vsPath, GL_VERTEX_SHADER);
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GLuint fs = compileShader(fsPath, GL_FRAGMENT_SHADER);
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unsigned int shaderProgram = glCreateProgram();
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vs);
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glAttachShader(shaderProgram, fs);
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// TODO: check program linking success
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// TODO: check program linking success textur
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glLinkProgram(shaderProgram);
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GLint result = GL_FALSE;
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@ -99,7 +113,7 @@ unsigned int compileQuadShaderProgram(const char* vsPath, const char* fsPath)
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return shaderProgram;
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}
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unsigned int compileComputeShaderProgram(const char* computeShaderPath)
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GLuint compileComputeShaderProgram(const char* computeShaderPath)
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{
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GLuint cs = compileShader(computeShaderPath, GL_COMPUTE_SHADER);
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GLuint computeProgram = glCreateProgram();
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@ -160,15 +174,40 @@ void setVertexAttributes()
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// color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// uv
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2);
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}
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int createTextures(int width, int height, struct Shaders shaders, struct Textures* textures)
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{
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// generate noise
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textures->noise = createNoiseTexture(width, height);
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glBindTexture(GL_TEXTURE_2D,textures->noise);
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int loc = glGetUniformLocation(shaders.lighting, "_noise");
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glUniform1i(loc, textures->noise);
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// create a texture for the compute shader to write to
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textures->target = createWriteOnlyTexture(width, height);
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textures->g0 = createTexture(width, height);
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return 0;
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}
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// creates a noise texture in active texture 1
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GLuint createNoiseTexture(int width, int height)
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{
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// same init steps as with a regular texture
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GLuint texture;
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glGenTextures(1, &texture);
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@ -216,9 +255,27 @@ GLuint createWriteOnlyTexture(int width, int height)
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return texture;
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}
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// creates an empty texture in GL_TEXTURE2 unit
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GLuint createTexture(int width, int height)
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{
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GLuint texture;
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glGenTextures(1, &texture);
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//glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// an empty image
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(2, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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return texture;
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}
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void initBuffers()
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{
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unsigned int VAO, VBO, EBO;
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GLuint VAO, VBO, EBO;
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glGenVertexArrays(1, &VAO); // vertex array object
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glGenBuffers(1, &VBO); // vertex buffer object
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glGenBuffers(1, &EBO); // element buffer object
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35
src/gfx.h
35
src/gfx.h
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@ -9,15 +9,46 @@
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#include "io.h"
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#include "random.h"
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struct Shaders
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{
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GLuint quad;
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GLuint prepass;
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GLuint lighting;
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};
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struct Textures
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{
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// texture that ultimately gets drawn to the framebuffer
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GLuint target;
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// TODO: blue noise, pink noise!
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// noise texture to help with randomness
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GLuint noise;
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// additional view space information
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//
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// x depth
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// y -
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// z -
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// w -
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GLuint g0;
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};
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SDL_Window* gfxInit(int width, int height);
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unsigned int compileQuadShaderProgram(const char* vsPath, const char* fsPath);
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unsigned int compileComputeShaderProgram();
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int compileShaders(struct Shaders *shaders);
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GLuint compileQuadShaderProgram(const char* vsPath, const char* fsPath);
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GLuint compileComputeShaderProgram(const char* csPath);
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int createTextures(int width, int height, struct Shaders shaders, struct Textures* textures);
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GLuint createNoiseTexture(int width, int height);
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GLuint createTexture(int width, int height);
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GLuint createWriteOnlyTexture(int width, int height);
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GLuint compileShader(const char* path, GLenum type);
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void printWorkGroupLimits();
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// quad initialisation
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void setVertexAttributes();
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void initBuffers();
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81
src/main.c
81
src/main.c
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#include "main.h"
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#include "gfx.h"
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#include "clock.h"
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@ -5,72 +6,76 @@
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#include "sphere.h"
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#include "cam.h"
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#include "input.h"
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const int WIDTH = 420;
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const int HEIGHT = 420;
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void updateUniforms(GLuint shaderProgram);
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struct TextureIDs
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{
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GLuint output; // the texture that ultimately gets rendered
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GLuint noise;
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} textureIds;
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SDL_Window *window;
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int main()
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struct Shaders shaders;
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struct Textures textures;
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void initialise()
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{
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printf("GL_TEXTURE0: %d\n", GL_TEXTURE0);
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printf("GL_TEXTURE1: %d\n", GL_TEXTURE1);
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window = gfxInit(WIDTH, HEIGHT);
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randomInit();
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// create a window and opengl context
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SDL_Window* window = gfxInit(WIDTH, HEIGHT);
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// compile shader programs
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unsigned int computeProgram = compileComputeShaderProgram(
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"bin/rt.compute");
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unsigned int quadProgram = compileQuadShaderProgram(
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"bin/shader.vert",
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"bin/shader.frag");
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// generate noise
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textureIds.noise = createNoiseTexture(WIDTH, HEIGHT);
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glBindTexture(GL_TEXTURE_2D,textureIds.noise);
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int noiseLoc = glGetUniformLocation(computeProgram, "_noise");
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glUniform1i(noiseLoc, textureIds.noise);
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// create a texture for the compute shader to write to
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textureIds.output = createWriteOnlyTexture(WIDTH, HEIGHT);
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printWorkGroupLimits();
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// initialise quad
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initBuffers();
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setVertexAttributes();
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int frames = 0;
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// render loop
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while (!checkQuit())
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// compile shader programs
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compileShaders(&shaders);
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createTextures(WIDTH, HEIGHT, shaders, &textures);
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}
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int main()
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{
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initialise();
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int frames;
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for (frames = 0; !checkQuit(); frames++)
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{
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// dispatch compute shader
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glUseProgram(computeProgram);
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updateUniforms(computeProgram);
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GLuint shader;
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// prepass
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// TODO: write output to different texture than main output
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shader = shaders.prepass;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.g0);
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glUseProgram(shader);
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updateUniforms(shader);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_ALL_BARRIER_BITS);
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// dispatch compute shaders
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shader = shaders.lighting;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.target);
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glUseProgram(shader);
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updateUniforms(shader);
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//int loc = glGetUniformLocation(shader, "_g0");
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//glUniform1i(loc, textures.g0);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// normal drawing pass
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glUseProgram(quadProgram);
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shader = shaders.quad;
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glUseProgram(shader);
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// bind texture written to by compute stage to 2d target
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glBindTexture(GL_TEXTURE_2D, textureIds.output);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// swip swap
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SDL_GL_SwapWindow(window);
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frames++;
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}
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float elapsed = now();
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