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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Multiple sphere sent to GPU working
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@ -6,14 +6,30 @@ layout(local_size_x = 16, local_size_y = 16) in;
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// Output image
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layout(binding = 0, rgba32f) uniform image2D outputImage;
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// Uniforms for camera and scene
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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struct GPUObject {
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vec3 position; // 12 + 4
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float padding_1; // 4
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vec3 color; // 12 + 4
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float padding_2; // 4
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float roughness; // 4
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float specular; // 4
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float radius; // 4
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int type; // 4
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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};
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uniform int u_objectsNum;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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vec3 lightPos = vec3(5.0, 5.0, 5.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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// Scene definition
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vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
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float sphereRadius = 1.0;
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vec3 objectColor = vec3(0.4, 0.7, 0.9);
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@ -23,7 +39,8 @@ struct Ray {
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vec3 direction;
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};
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bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
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bool intersectSphere(Ray ray, vec3 center, float radius, out float t)
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{
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vec3 oc = ray.origin - center;
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float a = dot(ray.direction, ray.direction);
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float b = 2.0 * dot(oc, ray.direction);
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@ -32,10 +49,13 @@ bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
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if (discriminant < 0.0) {
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return false;
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} else {
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t = (-b - sqrt(discriminant)) / (2.0 * a);
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}
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float t1 = (-b - sqrt(discriminant)) / (2.0 * a);
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if (t1 > 0.001) {
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t = t1;
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return true;
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}
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return false;
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}
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vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
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@ -46,7 +66,6 @@ vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
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}
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void main() {
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// Compute pixel coordinates
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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if (pixelCoords.x >= int(u_resolution.x) || pixelCoords.y >= int(u_resolution.y)) {
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return;
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@ -64,14 +83,24 @@ void main() {
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rayDirection = normalize(rayDirection);
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Ray ray = Ray(u_cameraPosition, rayDirection);
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float t;
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vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
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if (intersectSphere(ray, sphereCenter, sphereRadius, t)) {
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vec3 hitPoint = ray.origin + t * ray.direction;
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vec3 normal = normalize(hitPoint - sphereCenter);
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vec3 viewDir = normalize(-ray.direction);
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vec3 lighting = computeLighting(hitPoint, normal, viewDir);
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color = vec4(lighting, 1.0);
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float closest_t = 1e30;
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for (int i = 0; i < u_objectsNum; i++)
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{
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float t;
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if (intersectSphere(ray, objects[i].position, objects[i].radius, t))
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{
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if (t < closest_t)
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{
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closest_t = t;
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vec3 hitPoint = ray.origin + t * ray.direction;
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vec3 normal = normalize(hitPoint - objects[i].position);
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color = vec4(objects[i].color * normal.y, 1.0);
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}
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}
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}
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// Write to the output image
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