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https://github.com/TheRedShip/RT_GPU.git
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+ | Multiple sphere sent to GPU working
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36
srcs/RT.cpp
36
srcs/RT.cpp
@ -12,21 +12,33 @@
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#include "RT.hpp"
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int main(void)
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{
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Window window(WIDTH, HEIGHT, "RT_GPU", 0);
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Window window(WIDTH, HEIGHT, "RT_GPU", 1);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Vertex vertices[3] = {
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{{-1.0f, -1.0f}, {0.0f, 0.0f}},
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{{3.0f, -1.0f}, {2.0f, 0.0f}},
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{{-1.0f, 3.0f}, {0.0f, 2.0f}}
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};
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Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
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float radius = 30.0f;
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for (int i = 0; i < 150; i++) {
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float angle = (2.0f * M_PI * i) / 150.0f;
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float x = radius * cos(angle);
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float z = radius * sin(angle);
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float y = 2.0f * sin(angle * 3.0f);
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glm::vec3 position(x, y, z);
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float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
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window.getScene()->addObject(std::make_unique<Sphere>(position, sphereSize, redMaterial));
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}
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GLuint objectSSBO;
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glGenBuffers(1, &objectSSBO);
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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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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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shader.setupVertexBuffer(vertices, size);
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@ -35,6 +47,14 @@ int main(void)
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{
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glUseProgram(shader.getProgramCompute());
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const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
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// Update SSBO with latest object data
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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shader.set_int("u_objectsNum", gpu_data.size());
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position());
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shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());
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@ -1,12 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Object.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 18:44:00 by ycontre #+# #+# */
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/* Updated: 2024/12/23 18:44:01 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -19,10 +19,43 @@ Scene::Scene()
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Scene::~Scene()
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{
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delete _camera;
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delete (_camera);
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}
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Camera *Scene::getCamera(void) const
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{
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return (_camera);
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}
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void Scene::addObject(std::unique_ptr<Object> object)
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{
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_objects.push_back(std::move(object));
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this->updateGPUData();
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}
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void Scene::updateGPUData()
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{
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_gpuObjects.clear();
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for (const auto& obj : _objects)
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{
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GPUObject gpuObj;
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gpuObj.position = obj->getPosition();
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gpuObj.color = obj->getMaterial().color;
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gpuObj.roughness = obj->getMaterial().roughness;
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gpuObj.specular = obj->getMaterial().specular;
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gpuObj.type = static_cast<int>(obj->getType());
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if (obj->getType() == Object::Type::SPHERE) {
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auto sphere = static_cast<const Sphere*>(obj.get());
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gpuObj.radius = sphere->getRadius();
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}
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_gpuObjects.push_back(gpuObj);
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}
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}
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const std::vector<GPUObject>& Scene::getGPUData() const
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{
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return (_gpuObjects);
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}
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@ -142,17 +142,18 @@ void Shader::drawTriangles(size_t size)
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glDrawArrays(GL_TRIANGLES, 0, size * 3);
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}
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void Shader::set_int(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
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}
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void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
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}
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void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
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}
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void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
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{
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glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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