+ | Multiple sphere sent to GPU working

This commit is contained in:
TheRedShip
2024-12-24 01:44:53 +01:00
parent 7b56daf149
commit 216e9a684a
10 changed files with 166 additions and 62 deletions

View File

@ -12,21 +12,33 @@
#include "RT.hpp"
int main(void)
{
Window window(WIDTH, HEIGHT, "RT_GPU", 0);
Window window(WIDTH, HEIGHT, "RT_GPU", 1);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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}}
};
Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
float radius = 30.0f;
for (int i = 0; i < 150; i++) {
float angle = (2.0f * M_PI * i) / 150.0f;
float x = radius * cos(angle);
float z = radius * sin(angle);
float y = 2.0f * sin(angle * 3.0f);
glm::vec3 position(x, y, z);
float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
window.getScene()->addObject(std::make_unique<Sphere>(position, sphereSize, redMaterial));
}
GLuint objectSSBO;
glGenBuffers(1, &objectSSBO);
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}}};
size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
shader.setupVertexBuffer(vertices, size);
@ -35,6 +47,14 @@ int main(void)
{
glUseProgram(shader.getProgramCompute());
const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
// Update SSBO with latest object data
glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
shader.set_int("u_objectsNum", gpu_data.size());
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position());
shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());

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@ -1,12 +0,0 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Object.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:44:00 by ycontre #+# #+# */
/* Updated: 2024/12/23 18:44:01 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */

View File

@ -19,10 +19,43 @@ Scene::Scene()
Scene::~Scene()
{
delete _camera;
delete (_camera);
}
Camera *Scene::getCamera(void) const
{
return (_camera);
}
void Scene::addObject(std::unique_ptr<Object> object)
{
_objects.push_back(std::move(object));
this->updateGPUData();
}
void Scene::updateGPUData()
{
_gpuObjects.clear();
for (const auto& obj : _objects)
{
GPUObject gpuObj;
gpuObj.position = obj->getPosition();
gpuObj.color = obj->getMaterial().color;
gpuObj.roughness = obj->getMaterial().roughness;
gpuObj.specular = obj->getMaterial().specular;
gpuObj.type = static_cast<int>(obj->getType());
if (obj->getType() == Object::Type::SPHERE) {
auto sphere = static_cast<const Sphere*>(obj.get());
gpuObj.radius = sphere->getRadius();
}
_gpuObjects.push_back(gpuObj);
}
}
const std::vector<GPUObject>& Scene::getGPUData() const
{
return (_gpuObjects);
}

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@ -142,17 +142,18 @@ void Shader::drawTriangles(size_t size)
glDrawArrays(GL_TRIANGLES, 0, size * 3);
}
void Shader::set_int(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(_program_compute, name.c_str()), value);
}
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(_program_compute, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
{
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));