Raytracer.cpp 5.3 KB
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#include "Raytracer.h"
#include <engine/Messaging.h>
#include <engine/Time.h>
#include <random>

namespace glare
{
	namespace advanced
	{
		Raytracer::Raytracer()
			: Raytracer(std::make_shared<RayGeneratorDefault>())
		{

		}

		Raytracer::Raytracer(std::shared_ptr<RayGeneratorBase> ray_generator)
			: Raytracer(std::shared_ptr<SceneCollector>(nullptr), ray_generator)
		{
		}

		Raytracer::Raytracer(std::shared_ptr<SceneCollector> collector)
			: Raytracer(collector, std::make_shared<RayGeneratorDefault>())
		{
		}

		Raytracer::Raytracer(std::shared_ptr<SceneCollector> collector, std::shared_ptr<RayGeneratorBase> ray_generator)
		{
			m_bounces = 8;
			m_render_shader = core::ShaderProgram::makeUnique("/raytracer/raytracer.compute");
			m_ray_generator = ray_generator;
			m_trace_buffer = std::make_unique<core::Buffer<gl::BufferType::eShaderStorage>>();
			core::MessageHandler::getInstance().registerReceiver(core::GlobalMessages::c_scene_changed, *this);
			if (collector)
				initialize(collector);
		}

		Raytracer::~Raytracer()
		{

		}

		void Raytracer::reset()
		{
			m_current_sample = 0;
			if (m_color_store)
				gl::clearTextureImage(m_color_store->getID(), 0, gl::TextureFormat::eRGBA, gl::Type::eFloat, glm::value_ptr(glm::vec4(0)));
		}

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		const core::TextureRGBA_32F &Raytracer::render(uint32_t width, uint32_t height, float acc, float shd)
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		{
			if (width != m_last_width || height != m_last_height) {
				m_last_width = width;
				m_last_height = height;
				m_trace_buffer->setData(sizeof(Trace) * width * height, gl::BufferUsage::eDynamicCopy);
				m_render_target = std::make_unique<core::TextureRGBA_32F>(width, height);
				m_color_store = std::make_unique<core::TextureRGBA_32F>(width, height);
				m_current_sample = 0;
			}
			
			for (unsigned sample = 0; sample < m_samples_per_frame; sample++) {

				if (m_current_sample >= m_max_samples)
					return *m_render_target;

				m_ray_generator->generate(*this);

				m_render_shader->use();

				m_render_shader->updateUniformImageRGBA32F("u_render_target", *m_render_target, gl::Access::eReadWrite);
				m_render_shader->updateUniformImageRGBA32F("u_color_store", *m_color_store, gl::Access::eReadWrite);

				m_render_shader->updateStorageBuffer("lights_buffer", m_collector->lightBuffer());
				m_render_shader->updateStorageBuffer("trace_buffer", m_trace_buffer);
				m_render_shader->updateStorageBuffer("mesh_buffer", m_collector->meshBuffer());
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				m_render_shader->updateStorageBuffer("object_bvh_buffer", m_collector->objectBVHNodeBuffer());
				m_render_shader->updateStorageBuffer("object_bvh_id_buffer", m_collector->objectBVHIDBuffer());
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				m_render_shader->updateStorageBuffer("material_buffer", m_collector->materialBuffer());

				m_render_shader->updateUniformStruct("u_camera", m_collector->getActiveCamera());

				static std::default_random_engine generator;
				static std::uniform_int_distribution<int> distribution(0, std::numeric_limits<int>::max());

				m_render_shader->updateUniformInt("random_seed", distribution(generator));
				m_render_shader->updateUniformUInt("u_render_config.current_sample", m_current_sample);
				m_render_shader->updateUniformUInt("u_render_config.max_samples", m_max_samples);
				m_render_shader->updateUniformUInt("u_render_config.num_bounces", m_bounces);

				if (m_skybox)
				{
					m_render_shader->updateUniformUInt64("u_environment.cubemap", m_skybox->getBindlessID());
					m_render_shader->updateUniformInt("u_environment.has", 1);
				}
				else
				{
					m_render_shader->updateUniformVec4("u_environment.color", glm::vec4(0.7f, 0.9f, 0.97f, 1));
					m_render_shader->updateUniformInt("u_environment.has", 0);
				}

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				m_render_shader->updateUniformInt("u_use_ls", int(m_use_ls));
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				m_render_shader->updateUniformFloat("u_linespace_properties.accuracy_quality", acc);
				m_render_shader->updateUniformFloat("u_linespace_properties.shadow_quality", shd);
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				core::ClockGL::instance().start();
				m_render_shader->dispatchCompute2D(width, 4, height, 4);
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				++m_current_sample;
			}

			return *m_render_target;
		}

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		void Raytracer::saveRenderHDR(fs::path target) const
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		{
			io::ImageUtilities::saveTexture(target, *m_render_target);
		}

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		void Raytracer::saveRender(fs::path target) const
		{
			io::ImageUtilities::saveTextureForceUChar(target, *m_render_target);
		}

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		void Raytracer::setGenerator(std::shared_ptr<RayGeneratorBase> generator)
		{
			m_ray_generator = generator;
			reset();
		}

		void Raytracer::initialize(std::shared_ptr<SceneCollector> collector)
		{
			m_collector = collector;
			reset();
		}

		void Raytracer::handle(core::message_t& message)
		{
			switch (message.name)
			{
			case core::GlobalMessages::c_scene_changed:
				reset();
				break;

			}
		}

		const core::ShaderProgram& Raytracer::getShader() const
		{
			return *m_render_shader;
		}

		void Raytracer::setSkybox(std::shared_ptr<core::Skybox> skybox)
		{
			m_skybox = skybox;
			reset();
		}

		uint32_t Raytracer::width() const
		{
			return m_last_width;
		}

		uint32_t Raytracer::height() const
		{
			return m_last_height;
		}

		core::Buffer<gl::BufferType::eShaderStorage>& Raytracer::traceBuffer() const
		{
			return *m_trace_buffer;
		}

		const core::TextureRGBA_32F& Raytracer::renderTarget() const
		{
			return *m_render_target;
		}

		std::shared_ptr<SceneCollector> Raytracer::collector() const
		{
			return m_collector;
		}
	}
}