mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Light array sent to gpu
This commit is contained in:
@ -38,6 +38,7 @@
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# include <vector>
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# include <string>
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# include <memory>
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# include <set>
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# include <map>
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struct Vertex {
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@ -67,6 +67,9 @@ class Scene
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void addObject(Object *object);
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void addMaterial(Material *material);
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void updateLightAndObjects(int mat_id);
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std::set<int> getGPULights();
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const std::vector<GPUObject> &getObjectData() const;
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std::vector<GPUMaterial> &getMaterialData();
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@ -79,6 +82,8 @@ class Scene
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std::vector<GPUObject> _gpu_objects;
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std::vector<GPUMaterial> _gpu_materials;
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std::set<int> _gpu_lights;
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GPUVolume _gpu_volume;
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Camera *_camera;
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@ -27,4 +27,4 @@ sp 0 1 5 1 7
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cy 0 1 2 0.5 2 -1.5 0 0.75 1
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OBJ obj/Lowpoly_tree_sample.obj
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# OBJ obj/Lowpoly_tree_sample.obj
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@ -61,6 +61,12 @@ layout(std430, binding = 2) buffer MaterialBuffer
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GPUMaterial materials[];
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};
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layout(std430, binding = 3) buffer LightsBuffer
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{
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int lightsIndex[];
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};
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layout(std140, binding = 0) uniform CameraData
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{
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GPUCamera camera;
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@ -71,7 +77,9 @@ layout(std140, binding = 1) uniform VolumeData
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GPUVolume volume;
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};
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uniform int u_objectsNum;
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uniform int u_lightsNum;
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uniform vec2 u_resolution;
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uniform int u_pixelisation;
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uniform int u_frameCount;
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@ -71,9 +71,10 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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{
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vec3 light = vec3(0.0);
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for (int i = 0; i < u_objectsNum; i++)
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for (int i = 0; i < u_lightsNum; i++)
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{
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GPUObject obj = objects[i];
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int light_index = lightsIndex[i];
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GPUObject obj = objects[light_index];
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GPUMaterial mat = materials[obj.mat_index];
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if (mat.emission > 0.0)
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{
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@ -83,7 +84,7 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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if (shadow_hit.obj_index == i)
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if (shadow_hit.obj_index == light_index)
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light += mat.emission * mat.color / (light_dist);
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}
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}
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@ -116,6 +117,6 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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{
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color *= mat.color;
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position, rng_state);
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// light += mat.emission * mat.color;
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light += sampleLights(hit.position, rng_state);
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}
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18
srcs/RT.cpp
18
srcs/RT.cpp
@ -44,6 +44,14 @@ int main(int argc, char **argv)
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
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GLuint lightSSBO;
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glGenBuffers(1, &lightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, lightSSBO);
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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@ -56,6 +64,7 @@ int main(int argc, char **argv)
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
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shader.attach();
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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}}};
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@ -72,6 +81,11 @@ int main(int argc, char **argv)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data());
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std::set<int> gpu_lights = scene.getGPULights();
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std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
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@ -79,12 +93,14 @@ int main(int argc, char **argv)
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_lightsNum", gpu_lights.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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shader.set_float("u_time", (float)(glfwGetTime()));
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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@ -139,6 +139,27 @@ void Scene::addMaterial(Material *material)
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_gpu_materials.push_back(gpu_mat);
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}
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void Scene::updateLightAndObjects(int mat_id)
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{
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for (unsigned int i = 0; i < _gpu_objects.size(); i++)
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{
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if (_gpu_objects[i].mat_index == mat_id)
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_gpu_lights.insert(i);
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}
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for (auto it = _gpu_lights.begin(); it != _gpu_lights.end(); )
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{
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if (_gpu_materials[_gpu_objects[*it].mat_index].emission <= 0.0)
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it = _gpu_lights.erase(it);
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else
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++it;
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}
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}
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std::set<int> Scene::getGPULights()
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{
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return (_gpu_lights);
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}
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const std::vector<GPUObject>& Scene::getObjectData() const
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{
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return (_gpu_objects);
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@ -257,12 +257,16 @@ bool SceneParser::parseLine(const std::string &line)
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if (it != object_parsers.end())
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{
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Object *obj = it->second(ss);
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(void) _scene->getMaterial(obj->getMaterialIndex()); //verify material
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GPUMaterial mat = _scene->getMaterial(obj->getMaterialIndex()); //verify material
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if (obj->getType() == Object::Type::PORTAL)
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_scene->addObject(static_cast<Portal *>(obj)->createSupportQuad());
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_scene->addObject(obj);
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if (mat.emission > 0.0)
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_scene->updateLightAndObjects(obj->getMaterialIndex());
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}
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if (identifier == "MAT")
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@ -197,7 +197,11 @@ void Window::imGuiRender()
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ImGui::Text("Material %d", i);
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has_changed |= ImGui::ColorEdit3("Color", &mat.color[0]);
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has_changed |= ImGui::SliderFloat("Emission", &mat.emission, 0.0f, 10.0f);
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if (ImGui::SliderFloat("Emission", &mat.emission, 0.0f, 10.0f))
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{
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has_changed = 1;
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_scene->updateLightAndObjects(i);
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}
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if (mat.type == 0)
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{
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