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raytrace_shader.cpp
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raytrace_shader.cpp
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//#define FREEGLUT_STATIC
//#include <windows.h>
//#include <stdio.h>
#include <string>
#include <iostream>
#include <fstream>
#include <array>
#include <vector>
#include <cmath>
#include <ctime>
#include <stdexcept>
#include "GL\glew.h"
#include "GL\freeglut.h"
#define GLM_FORCE_SWIZZLE
#include "glm\glm\glm.hpp"
#include "glm\glm\mat4x4.hpp"
#include "glm\glm\gtc\matrix_transform.hpp"
#define M_PI 3.14159265358979323846264338327950288
//
// Function declaration
//
// Initializitation
void setupRC();
void init();
void createFramebuffer();
void createSampler();
void createFullscreenQuad();
void createComputeProgram();
void createQuadProgram();
void createTexture();
// Loop
void loop(); // Main loop
void trace(); // Trace via compute shader
void present(); // Render via vertex/fragment shader
void save(); // Save current framebuffer
// Events
void onKeyPress( unsigned char, int, int );
void onWindowResize( int, int );
void APIENTRY onError( GLenum, GLenum, GLuint, GLenum, GLsizei, const GLchar*, const void* );
// Other
void save(); // TBD
void resizeTexture(); // Resizes the texture on change of window size
// Utility
std::string readShaderFile( const char* );
GLuint loadShader( const char*, GLenum );
static int nextPowerOfTwo( int );
/*
Parameters
*/
// Image Size
int width = 1920;
int height = 1200;
// Perspective Projection
float fov = 45.0f * M_PI / 180.0f;
float aspect = static_cast<float>( width ) / static_cast<float>( height );
// Camera Rotation
float rotationY = 0.0f;
float zoom = 10.0f;
// Time
float rotationT = 4.0f;
/*
GLuint
*/
GLuint frameBuffer = 0;
GLuint sampler = 0;
GLuint vao = 0;
GLuint vbo = 0;
GLuint cProgram = 0;
GLuint qProgram = 0;
GLuint texture = 0;
/*
Fullscreen Quad Coordinates
*/
const GLfloat quadCords[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f
};
/*
Workgroup Sizes
*/
int workGroupSizeX;
int workGroupSizeY;
/*
Uniforms
*/
int eyeUniform;
int ray00Uniform, ray10Uniform, ray01Uniform, ray11Uniform;
int uTimeUniform;
/*
Other
*/
int framebufferBinding;
int textureBinding;
bool resetFramebuffer = true;
/*
Matrices
*/
glm::mat4 projMatrix;
glm::mat4 viewMatrix;
glm::mat4 invViewProjMatrix;
/*
Camera
*/
glm::vec4 cameraPosition = glm::vec4( 5.0f, 10.0f, -5.0f, 1.0f );
glm::vec4 cameraLookAt = glm::vec4( 0.0f, 0.0f, 0.0f, 1.0f );
glm::vec4 cameraUp = glm::vec4( 0.0f, 1.0f, 0.0f, 1.0f );
/*
Textures
*/
std::vector<char> textureData;
int main( int argc, char** argv ){
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_SINGLE | GLUT_RGBA );
glutInitWindowSize( width, height );
glutInitWindowPosition( 100, 100 );
glutCreateWindow( "RayTracer" );
GLenum err = glewInit();
if( err != GLEW_OK ){
std::cout << "Error when initializing glew..." << std::endl;
return -1;
}
// Enable Error Messages
glEnable( GL_DEBUG_OUTPUT );
glDebugMessageCallback( onError, 0 );
// */
setupRC();
init();
glutDisplayFunc( loop );
glutReshapeFunc( onWindowResize );
glutKeyboardFunc( onKeyPress );
glutMainLoop();
}
void setupRC(){
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
}
void init(){
// load checkerboard texture
createTexture();
// create texture/framebuffer
createFramebuffer();
// create sampler
createSampler();
// create VAO & VBO for rendering
createFullscreenQuad();
// load compute shader
createComputeProgram();
// load quad shader
createQuadProgram();
}
void loop(){
glViewport( 0, 0, width, height );
trace();
present();
}
void trace(){
glm::vec4 temp = glm::vec4();
glUseProgram( cProgram );
// Change camera position
cameraPosition.x = static_cast<float>( sin( -rotationY ) * zoom );
cameraPosition.y = 5.0f;
cameraPosition.z = - static_cast<float>( cos( -rotationY ) * zoom );
viewMatrix = glm::lookAt( cameraPosition.xyz(), cameraLookAt.xyz(), cameraUp.xyz() );
if( resetFramebuffer ) {
projMatrix = glm::perspective<float>( fov, aspect, 1.0f, 2.0f );
resizeTexture();
resetFramebuffer = false;
}
// Calculate inverse projection/view matrix
invViewProjMatrix = glm::inverse( projMatrix * viewMatrix );
// Set Uniforms according to that
glUniform3f( eyeUniform, cameraPosition.x, cameraPosition.y, cameraPosition.z );
temp = ( invViewProjMatrix * glm::vec4( -1.0f, -1.0f, 0.0f, 1.0f ) );
temp = glm::vec4( temp.x / temp.w, temp.y / temp.w, temp.z / temp.w, 1.0f ) - cameraPosition; // Perspective Divide
glUniform3f( ray00Uniform, temp.x, temp.y, temp.z );
temp = ( invViewProjMatrix * glm::vec4( -1.0f, 1.0f, 0.0f, 1.0f ) );
temp = glm::vec4( temp.x / temp.w, temp.y / temp.w, temp.z / temp.w, 1.0f ) - cameraPosition;
glUniform3f( ray01Uniform, temp.x, temp.y, temp.z );
temp = ( invViewProjMatrix * glm::vec4( 1.0f, -1.0f, 0.0f, 1.0f ) );
temp = glm::vec4( temp.x / temp.w, temp.y / temp.w, temp.z / temp.w, 1.0f ) - cameraPosition;
glUniform3f( ray10Uniform, temp.x, temp.y, temp.z );
temp = ( invViewProjMatrix * glm::vec4( 1.0f, 1.0f, 0.0f, 1.0f ) );
temp = glm::vec4( temp.x / temp.w, temp.y / temp.w, temp.z / temp.w, 1.0f ) - cameraPosition;
glUniform3f( ray11Uniform, temp.x, temp.y, temp.z );
// Bind framebuffer texture as writable in shader
glBindImageTexture( framebufferBinding, frameBuffer, 0, false, 0, GL_WRITE_ONLY, GL_RGBA32F );
// Bind texture of floor as readable in shader
glBindImageTexture( textureBinding, texture, 0, false, 0, GL_READ_ONLY, GL_RGBA32F );
// Send time
glUniform1f( uTimeUniform, rotationT );
// Compute workgroup sizes
int workSizeX = nextPowerOfTwo( width );
int workSizeY = nextPowerOfTwo( height );
// Invoke compute shader
glDispatchCompute( workSizeX / workGroupSizeX, workSizeY / workGroupSizeY, 1 );
// Synchronize framebuffer writes
glMemoryBarrier( GL_SHADER_IMAGE_ACCESS_BARRIER_BIT );
// Reset
glBindImageTexture( framebufferBinding, 0, 0, false, 0, GL_WRITE_ONLY, GL_RGBA32F );
glBindImageTexture( textureBinding, 0, 0, false, 0, GL_READ_ONLY, GL_RGBA32F );
glUseProgram( 0 );
}
void present(){
glClear( GL_COLOR_BUFFER_BIT );
// Bind texture
glUseProgram( qProgram );
glBindVertexArray( vao );
glBindTexture( GL_TEXTURE_2D, frameBuffer );
glBindSampler( frameBuffer, sampler );
glDrawArrays( GL_TRIANGLES, 0, 6 );
// Reset
glBindSampler( 0, 0 );
glBindTexture( GL_TEXTURE_2D, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
glFlush();
}
void save(){
int size = width * height * 3;
std::vector<GLfloat> pixels;
pixels.resize( size );
glReadPixels( 0, 0, width, height, GL_RGB, GL_FLOAT, &pixels[ 0 ] );
std::ofstream fileStream;
fileStream.open( "image.ppm" );
// Write header
fileStream << "P3\n" << width << " " << height << "\n255\n";
for( int i = size - 3 ; i >= 0 ; i -= 3 ){
GLfloat r = pixels[ i ] * 255;
GLfloat g = pixels[ i + 1 ] * 255;
GLfloat b = pixels[ i + 2 ] * 255;
fileStream << r << " " << g << " " << b << "\t";
if( i % width == width - 1 )
fileStream << "\n";
}
fileStream.close();
}
void onKeyPress( unsigned char key, int x, int y ){
switch( key ){
case 'w':
zoom -= 0.1f;
break;
case 'a': // left
rotationY += 0.04f;
break;
case 's':
zoom += 0.1f;
break;
case 'd': // right
rotationY -= 0.04f;
break;
case 't':
rotationT -= 0.04f;
break;
case 'y':
rotationT += 0.04f;
break;
case 'p':
save();
break;
case 'r':
break;
}
glutPostRedisplay();
}
void onWindowResize( int w, int h ){
width = w;
height = h;
resetFramebuffer = true;
}
void APIENTRY onError( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ){
std::cout << "GL CALLBACK: " << ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR ** " : "" ) << "type = 0x" << type << ", severity = 0x" << severity << ", message = " << message << std::endl;
}
void createFramebuffer(){
std::cout << "Creating framebuffer..." << std::endl;
glGenTextures( 1, &frameBuffer );
glBindTexture( GL_TEXTURE_2D, frameBuffer );
glTexStorage2D( GL_TEXTURE_2D, 1, GL_RGBA32F, width, height );
//glBindTexture( GL_TEXTURE_2D, 0 );
std::cout << "Done.\n" << std::endl;
}
void createSampler(){
std::cout << "Creating Sampler..." << std::endl;
glGenSamplers( 1, &sampler );
glSamplerParameteri( sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glSamplerParameteri( sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
std::cout << "Done.\n" << std::endl;
}
void createFullscreenQuad(){
std::cout << "Creating Quad..." << std::endl;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
glGenBuffers( 1, &vbo );
glBindBuffer( GL_ARRAY_BUFFER, vbo );
glBufferData( GL_ARRAY_BUFFER, sizeof( quadCords ), quadCords, GL_STATIC_DRAW );
glEnableVertexAttribArray( 0 );
glVertexAttribPointer( 0, 3, GL_FLOAT, false, 0, 0L );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindVertexArray( 0 );
std::cout << "Done.\n" << std::endl;
}
void createComputeProgram(){
std::cout << "Creating Compute Program..." << std::endl;
int workGroupSize[ 3 ];
int parameters[ 1 ];
cProgram = glCreateProgram();
GLuint computeShader = loadShader( "GLSL/raytrace.comp", GL_COMPUTE_SHADER );
glAttachShader( cProgram, computeShader );
glLinkProgram( cProgram );
glUseProgram( cProgram );
glGetProgramiv( cProgram, GL_COMPUTE_WORK_GROUP_SIZE, workGroupSize );
workGroupSizeX = workGroupSize[ 0 ];
workGroupSizeY = workGroupSize[ 1 ];
eyeUniform = glGetUniformLocation( cProgram, "eye" );
ray00Uniform = glGetUniformLocation( cProgram, "ray00" );
ray10Uniform = glGetUniformLocation( cProgram, "ray10" );
ray01Uniform = glGetUniformLocation( cProgram, "ray01" );
ray11Uniform = glGetUniformLocation( cProgram, "ray11" );
uTimeUniform = glGetUniformLocation( cProgram, "u_time" );
// framebuffer
int loc = glGetUniformLocation( cProgram, "frameBuffer" );
glGetUniformiv( cProgram, loc, parameters );
framebufferBinding = parameters[ 0 ];
// texture
loc = glGetUniformLocation( cProgram, "texture" );
glGetUniformiv( cProgram, loc, parameters );
textureBinding = parameters[ 0 ];
glUseProgram( 0 );
std::cout << "Done.\n" << std::endl;
}
void createQuadProgram(){
std::cout << "Creating Quad Program..." << std::endl;
qProgram = glCreateProgram();
GLuint vertexShader = loadShader( "GLSL/quad.vert", GL_VERTEX_SHADER );
GLuint fragmentShader = loadShader( "GLSL/quad.frag", GL_FRAGMENT_SHADER );
glAttachShader( qProgram, vertexShader );
glAttachShader( qProgram, fragmentShader );
glBindAttribLocation( qProgram, 0, "vertex" );
glBindFragDataLocation( qProgram, 0, "color" );
glLinkProgram( qProgram );
glUseProgram( qProgram );
int texUniform = glGetUniformLocation( qProgram, "tex" );
glUniform1i( texUniform, 0 );
glUseProgram( 0 );
std::cout << "Done.\n" << std::endl;
}
void createTexture( ){
std::cout << "Creating texture..." << std::endl;
const char* path = "textures/checkerboard.bmp";
unsigned char header[ 54 ];
unsigned int dataPos;
unsigned int width, height;
unsigned int size;
unsigned char* data;
FILE* file = fopen( path, "rb" );
fread( header, 1, 54, file );
dataPos = *( int* ) &( header[ 0x0A ] );
size = *( int* ) &( header[ 0x22 ] );
width = *( int* ) &( header[ 0x12 ] );
height = *( int* ) &( header[ 0x16 ] );
if( size == 0 ) size = width * height * 3;
if( dataPos == 0 ) dataPos = 54;
data = new unsigned char[ size ];
fread( data, 1, size, file );
fclose( file );
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
//glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data );
glTexStorage2D( GL_TEXTURE_2D, 1, GL_RGBA32F, width, height );
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, data );
std::cout << "Done.\n" << std::endl;
}
void resizeTexture(){
glDeleteTextures( 1, &frameBuffer );
createFramebuffer();
}
std::string readShaderFile( const char* filename ){
std::string content;
std::ifstream fileStream( filename, std::ios::in );
if( !fileStream.is_open() ){
throw std::exception( "File does not exist." );
}
std::string line;
while( !fileStream.eof() ){
std::getline( fileStream, line );
content.append( line + '\n' );
}
fileStream.close();
return content;
}
GLuint loadShader( const char* path, GLenum shaderType ){
std::cout << "Loading shader: " << path << std::endl;
GLuint shader = glCreateShader( shaderType );
std::string shaderString = readShaderFile( path );
const char* shaderSource = shaderString.c_str();
GLint result = GL_FALSE;
int logLength;
std::cout << "Compiling shader: " << path << std::endl;
glShaderSource( shader, 1, &shaderSource, NULL );
glCompileShader( shader );
int rvalue;
glGetShaderiv( shader, GL_COMPILE_STATUS, &rvalue );
if( !rvalue ){
std::cout << "Error when compiling shader..." << std::endl;
}
///*
// nvoglv32.dll Error
std::cout << "Checking shader: " << path << std::endl;
glGetShaderiv( shader, GL_COMPILE_STATUS, &result );
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLength );
std::vector<GLchar> error( ( logLength >1 ) ? logLength : 1 );
glGetShaderInfoLog( shader, logLength, NULL, &error[ 0 ] );
std::cout << &error[ 0 ] << std::endl;
// */
std::cout << "Done." << std::endl;
return shader;
}
/*
Helper functions
*/
static int nextPowerOfTwo( int x ){
x--;
x |= x >> 1;
x |= x >> 2;
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
x++;
return x;
}