改用compute shader

dev-VirtualTexture
wuyize 2022-08-08 20:39:35 +08:00
parent 950a6d7526
commit b37e5a0ee7
10 changed files with 254 additions and 40 deletions

View File

@ -105,6 +105,7 @@
<None Include="Shaders\final.vert" />
<None Include="Shaders\model.frag" />
<None Include="Shaders\model.vert" />
<None Include="Shaders\painting.comp" />
<None Include="Shaders\painting.frag" />
<None Include="Shaders\painting.vert" />
<None Include="Shaders\shader.frag" />

View File

@ -92,6 +92,9 @@
<None Include="Shaders\painting.vert">
<Filter>Resource Files\Shaders</Filter>
</None>
<None Include="Shaders\painting.comp">
<Filter>Resource Files\Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h">

View File

@ -9,5 +9,6 @@
<file>container.jpg</file>
<file>Shaders/painting.frag</file>
<file>Shaders/painting.vert</file>
<file>Shaders/painting.comp</file>
</qresource>
</RCC>

View File

@ -6,6 +6,7 @@
#include <iostream>
#include "PaintingMesh.h"
#include <QtMath>
#include "BvhTree.h"
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
: context(context)
@ -164,14 +165,36 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
//elememt1
QVector4D(-1,0,1,1),
};
BvhTree bvhTree;
std::vector<QVector4D> initBound;
for (int i = 0; i < 2000; i++)
{
float x = (float)rand() / RAND_MAX * 2 - 1;
float y = (float)rand() / RAND_MAX * 2 - 1;
float z = 0.1+x;//(float)rand() / RAND_MAX * (0.1) + x;
float w = 0.1+y;//(float)rand() / RAND_MAX * (0.1) + y;
initBound.push_back(QVector4D(x,y,z,w));
}
/* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
initBound.push_back(QVector4D(-0.8, 0.7, -0.7, 0.8));
initBound.push_back(QVector4D(0.7, -0.8, 0.8, -0.7));
initBound.push_back(QVector4D(0.7, 0.7, 0.8, 0.8));*/
bvhTree.buildBvhTree(initBound.data(), initBound.size());
std::vector<GLuint> children;
std::vector<QVector4D> bounds;
bvhTree.getBvhArray(children, bounds);
qDebug() << children;
qDebug() << bounds;
glFunc->glGenBuffers(1, &m_mesh->bvhSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(bvhChildren), bvhChildren, GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, children.size()*sizeof(GLuint), children.data(), GL_DYNAMIC_DRAW);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &m_mesh->bvhBoundSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhBoundSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(bvhBound), bvhBound, GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bounds.size()*sizeof(QVector4D), bounds.data(), GL_DYNAMIC_DRAW);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLuint elementOffset[] = {

View File

@ -64,6 +64,12 @@ void RendererWidget::initializeGL()
if (!paintingProgramPtr->link())
qDebug() << "ERROR:" << paintingProgramPtr->log();
paintingCompProgramPtr = new QOpenGLShaderProgram;
if (!paintingCompProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
qDebug() << "ERROR:" << paintingCompProgramPtr->log();
if (!paintingCompProgramPtr->link())
qDebug() << "ERROR:" << paintingCompProgramPtr->log();
finalProgramPtr = new QOpenGLShaderProgram;
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
qDebug() << "ERROR:" << finalProgramPtr->log();
@ -72,11 +78,13 @@ void RendererWidget::initializeGL()
if (!finalProgramPtr->link())
qDebug() << "ERROR:" << finalProgramPtr->log();
finalProgramPtr->bind();
finalProgramPtr->setUniformValue("gBaseColor", 0);
finalProgramPtr->setUniformValue("gNormal", 1);
finalProgramPtr->setUniformValue("gPosition", 2);
finalProgramPtr->setUniformValue("gMetallicRoughness", 3);
finalProgramPtr->setUniformValue("gPainting", 4);
finalProgramPtr->release();
model = new Model("Models/Sponza/Sponza.gltf", context(), modelProgramPtr, paintingProgramPtr);
@ -131,6 +139,14 @@ void RendererWidget::paintGL()
fboPtr->release();
}
paintingCompProgramPtr->bind();
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
glBindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
glBindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG16);
glBindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glDispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
//QOpenGLFramebufferObject::blitFramebuffer(nullptr, QRect(0, 0, 2*width(), 2*height()), fboPtr, QRect(0, 0, 1156, 756));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -142,7 +158,7 @@ void RendererWidget::paintGL()
finalProgramPtr->setUniformValueArray("lightPositions", lightPositions, 4);
finalProgramPtr->setUniformValueArray("lightColors", lightColors, 4);
QVector<GLuint> gbuffers = fboPtr->textures();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
glActiveTexture(GL_TEXTURE1);
@ -151,6 +167,8 @@ void RendererWidget::paintGL()
glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
finalProgramPtr->release();
}
@ -165,12 +183,18 @@ void RendererWidget::resizeGL(int width, int height)
if (fboPtr != nullptr)
delete fboPtr;
fboPtr = new QOpenGLFramebufferObject(frameWidth, frameHeight, QOpenGLFramebufferObject::Depth, GL_TEXTURE_2D);
fboPtr->bind();
if (fboPtr->bind())
{
fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RG);
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, attachments);
fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RG16);
fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGBA32F);
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4 };
glDrawBuffers(5, attachments);
gbuffers = fboPtr->textures();
fboPtr->release();
}
std::cout << "\033[?25l";

View File

@ -36,8 +36,10 @@ private:
float deltaTime;
QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
QOpenGLShaderProgram* finalProgramPtr = nullptr;
QOpenGLFramebufferObject* fboPtr = nullptr;
QVector<GLuint> gbuffers;
QOpenGLBuffer quadVBO;
QOpenGLVertexArrayObject quadVAO;
Model* model;

View File

@ -8,7 +8,7 @@ uniform sampler2D gBaseColor;
uniform sampler2D gNormal;
uniform sampler2D gPosition;
uniform sampler2D gMetallicRoughness;
uniform sampler2D gPainting;
// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
@ -108,4 +108,6 @@ void main()
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
//FragColor = vec4(texture(gPainting, TexCoords).rgb, 1.0);
}

View File

@ -9,6 +9,7 @@ layout (location = 0) out vec4 gBaseColor;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gPosition;
layout (location = 3) out vec2 gMetallicRoughness;
layout(location = 4) out vec3 gPainting;
in vec2 TexCoords;
in vec3 WorldPos;
@ -42,6 +43,6 @@ void main()
gPosition = WorldPos;
gNormal = getNormalFromMap();
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
gPainting = vec3(0);
}

View File

@ -0,0 +1,149 @@
#version 450 core
layout (local_size_x = 8, local_size_y = 8) in;
layout(rgba8, binding = 0) uniform image2D gBaseColor;
layout(rg16, binding = 1) uniform image2D gMetallicRoughness;
layout(rgba32f, binding = 2) uniform image2D gPainting;
layout(std430, binding = 1) buffer bvhBuffer
{
uint bvhLength;
uvec2 bvhChildren[];
};
layout(std430, binding = 2) buffer bvhBoundBuffer
{
vec4 bvhBound[];
};
layout(std430, binding = 3) buffer elementOffsetBuffer
{
/**********************
** @x elementBvhRoot
** @y elementBvhLength
** @z pointsOffset
** @w linesOffset
**********************/
uvec4 elementOffset[];
};
layout(std430, binding = 4) buffer elementIndexBuffer
{
uint elementIndexs[]; //线和面
};
layout(std430, binding = 5) buffer elementDataBuffer
{
float elementData[]; //点和Style
};
const float PI = 3.14159265358979;
const uint STACK_SIZE = 30;
struct Stack
{
uint top;
uint data[STACK_SIZE];
bool empty()
{
return top == 0;
}
bool full()
{
return top == STACK_SIZE;
}
bool getTop(out uint x)
{
if (empty())
return false;
x = data[top - 1];
return true;
}
bool pop()
{
if (empty())
return false;
top--;
return true;
}
bool push(in uint x)
{
if (full())
return false;
data[top] = x;
top++;
return true;
}
} stack, elementStack;
void main()
{
ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
if(imageLoad(gPainting, pixelLocation).r==0)
return;
imageStore(gMetallicRoughness, pixelLocation, vec4(0 /*金属度*/, 0.8 /*粗糙度*/, 0, 1));
vec2 uv = imageLoad(gPainting, pixelLocation).gb;
vec3 debugBVH = vec3(0);
bool debugHit = false;
stack.top = 0;
uint index = 0, visitTime = 0;
while (index < bvhLength || !stack.empty())
{
while (index < bvhLength)
{
visitTime++;
vec4 bound = bvhBound[index];
uint leftChild = bvhChildren[index].x;
if (leftChild >= bvhLength)
{
uint zIndex = bvhChildren[index].y / 65535;
float angle = (bvhChildren[index].y / 65535. - zIndex) * 2 * PI;
mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
vec2 localUV = uv - (bound.xy + bound.zw) / 2;
localUV = rotation * localUV;
localUV /= (bound.zw - bound.xy) / 2;
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
{
if (zIndex == 1)
debugBVH = vec3(1, 0, 1);
uint elementIndex = leftChild - bvhLength;
debugBVH.bg += 0.5 * (localUV + vec2(1));
// debugBVH = vec3(0);
//debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
}
index = bvhLength;
}
else if (all(lessThan(bound.xy, uv)) && all(lessThan(uv, bound.zw)))
{
debugBVH.r += 0.2;
stack.push(index);
index = leftChild;
}
else
index = bvhLength;
}
if (!stack.empty())
{
stack.getTop(index);
stack.pop();
index = bvhChildren[index].y;
}
}
if (debugHit)
imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
else
imageStore(gBaseColor, pixelLocation, vec4(debugBVH,1));
}

View File

@ -4,6 +4,7 @@ layout(location = 0) out vec4 gBaseColor;
layout(location = 1) out vec3 gNormal;
layout(location = 2) out vec3 gPosition;
layout(location = 3) out vec2 gMetallicRoughness;
layout(location = 4) out vec3 gPainting;
in vec2 TexCoords;
in vec3 WorldPos;
@ -493,7 +494,7 @@ void mainImage(out vec3 fragColor, in vec2 fragCoord)
}
///////////////////////////////
const uint STACK_SIZE = 10;
const uint STACK_SIZE = 40;
struct Stack
{
@ -629,19 +630,30 @@ vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
void main()
{
gBaseColor = vec4( vec3(1,0,0),1 );
// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
gPosition = WorldPos;
gNormal = normalize(Normal);
// gMetallicRoughness = vec2(1, 46./255);
gMetallicRoughness = vec2(0 /*½ðÊô¶È*/, 0.8 /*´Ö²Ú¶È*/);
gPainting = vec3(1, vec2(1., 1.) - TexCoords * 2);
return;
// gBaseColor = vec4(TexCoords,1,1);
// gBaseColor = vec4(240./255, 220./255,157./255,1);
// gBaseColor = vec4(bvh[0].bound==vec4(0,0,1,1));
vec2 uv = vec2(1., 1.) - TexCoords * 2;
//vec2 uv = vec2(1., 1.) - TexCoords * 2;
vec2 uv = vec2(0., -0.7) ;
vec3 debugBVH = vec3(0);
bool debugHit = false;
stack.top = 0;
uint index = 0;
uint index = 0, visitTime = 0;
while (index < bvhLength || !stack.empty())
{
while (index < bvhLength)
{
visitTime++;
vec4 bound = bvhBound[index];
uint leftChild = bvhChildren[index].x;
if (leftChild >= bvhLength)
@ -658,10 +670,10 @@ void main()
if (zIndex == 1)
debugBVH = vec3(1, 0, 1);
uint elementIndex = leftChild - bvhLength;
// debugBVH.bg += 0.5 * (localUV + vec2(1));
debugBVH.bg += 0.5 * (localUV + vec2(1));
// debugBVH = vec3(0);
debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
//debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
// mainImage(debugBVH,localUV);
@ -710,14 +722,10 @@ void main()
index = bvhChildren[index].y;
}
}
if (debugHit)
gBaseColor = vec4(vec3(1, 1, 0), 1);
else
gBaseColor = vec4(debugBVH, 1);
// gBaseColor = vec4( vec3(elementData[6]<0.5),1 );
// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
gPosition = WorldPos;
gNormal = normalize(Normal);
// gMetallicRoughness = vec2(1, 46./255);
gMetallicRoughness = vec2(0 /*½ðÊô¶È*/, 0.8 /*´Ö²Ú¶È*/);
gBaseColor = vec4(vec3(int(visitTime)-9), 1);
}