+ | Light array sent to gpu

This commit is contained in:
TheRedShip
2025-01-16 17:17:03 +01:00
parent 787833ac84
commit 02e670195c
9 changed files with 69 additions and 9 deletions

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@ -38,6 +38,7 @@
# include <vector>
# include <string>
# include <memory>
# include <set>
# include <map>
struct Vertex {

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@ -68,6 +68,9 @@ class Scene
void addObject(Object *object);
void addMaterial(Material *material);
void updateLightAndObjects(int mat_id);
std::set<int> getGPULights();
const std::vector<GPUObject> &getObjectData() const;
std::vector<GPUMaterial> &getMaterialData();
GPUVolume &getVolume();
@ -79,6 +82,8 @@ class Scene
std::vector<GPUObject> _gpu_objects;
std::vector<GPUMaterial> _gpu_materials;
std::set<int> _gpu_lights;
GPUVolume _gpu_volume;
Camera *_camera;

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@ -27,4 +27,4 @@ sp 0 1 5 1 7
cy 0 1 2 0.5 2 -1.5 0 0.75 1
OBJ obj/Lowpoly_tree_sample.obj
# OBJ obj/Lowpoly_tree_sample.obj

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@ -61,6 +61,12 @@ layout(std430, binding = 2) buffer MaterialBuffer
GPUMaterial materials[];
};
layout(std430, binding = 3) buffer LightsBuffer
{
int lightsIndex[];
};
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
@ -71,7 +77,9 @@ layout(std140, binding = 1) uniform VolumeData
GPUVolume volume;
};
uniform int u_objectsNum;
uniform int u_lightsNum;
uniform vec2 u_resolution;
uniform int u_pixelisation;
uniform int u_frameCount;

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@ -71,9 +71,10 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
{
vec3 light = vec3(0.0);
for (int i = 0; i < u_objectsNum; i++)
for (int i = 0; i < u_lightsNum; i++)
{
GPUObject obj = objects[i];
int light_index = lightsIndex[i];
GPUObject obj = objects[light_index];
GPUMaterial mat = materials[obj.mat_index];
if (mat.emission > 0.0)
{
@ -83,7 +84,7 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index == i)
if (shadow_hit.obj_index == light_index)
light += mat.emission * mat.color / (light_dist);
}
}
@ -116,6 +117,6 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
{
color *= mat.color;
light += mat.emission * mat.color;
// light += sampleLights(hit.position, rng_state);
// light += mat.emission * mat.color;
light += sampleLights(hit.position, rng_state);
}

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@ -44,6 +44,14 @@ int main(int argc, char **argv)
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
GLuint lightSSBO;
glGenBuffers(1, &lightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, lightSSBO);
GLuint cameraUBO;
glGenBuffers(1, &cameraUBO);
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
@ -56,6 +64,7 @@ int main(int argc, char **argv)
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
shader.attach();
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}}};
@ -72,6 +81,11 @@ int main(int argc, char **argv)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data());
std::set<int> gpu_lights = scene.getGPULights();
std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
GPUCamera camera_data = scene.getCamera()->getGPUData();
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
@ -79,8 +93,10 @@ int main(int argc, char **argv)
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
shader.set_int("u_frameCount", window.getFrameCount());
shader.set_int("u_objectsNum", object_data.size());
shader.set_int("u_lightsNum", gpu_lights.size());
shader.set_int("u_pixelisation", window.getPixelisation());
shader.set_float("u_time", (float)(glfwGetTime()));
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));

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@ -139,6 +139,27 @@ void Scene::addMaterial(Material *material)
_gpu_materials.push_back(gpu_mat);
}
void Scene::updateLightAndObjects(int mat_id)
{
for (unsigned int i = 0; i < _gpu_objects.size(); i++)
{
if (_gpu_objects[i].mat_index == mat_id)
_gpu_lights.insert(i);
}
for (auto it = _gpu_lights.begin(); it != _gpu_lights.end(); )
{
if (_gpu_materials[_gpu_objects[*it].mat_index].emission <= 0.0)
it = _gpu_lights.erase(it);
else
++it;
}
}
std::set<int> Scene::getGPULights()
{
return (_gpu_lights);
}
const std::vector<GPUObject>& Scene::getObjectData() const
{
return (_gpu_objects);

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@ -257,12 +257,16 @@ bool SceneParser::parseLine(const std::string &line)
if (it != object_parsers.end())
{
Object *obj = it->second(ss);
(void) _scene->getMaterial(obj->getMaterialIndex()); //verify material
GPUMaterial mat = _scene->getMaterial(obj->getMaterialIndex()); //verify material
if (obj->getType() == Object::Type::PORTAL)
_scene->addObject(static_cast<Portal *>(obj)->createSupportQuad());
_scene->addObject(obj);
if (mat.emission > 0.0)
_scene->updateLightAndObjects(obj->getMaterialIndex());
}
if (identifier == "MAT")

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@ -197,7 +197,11 @@ void Window::imGuiRender()
ImGui::Text("Material %d", i);
has_changed |= ImGui::ColorEdit3("Color", &mat.color[0]);
has_changed |= ImGui::SliderFloat("Emission", &mat.emission, 0.0f, 10.0f);
if (ImGui::SliderFloat("Emission", &mat.emission, 0.0f, 10.0f))
{
has_changed = 1;
_scene->updateLightAndObjects(i);
}
if (mat.type == 0)
{