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https://github.com/TheRedShip/RT_GPU.git
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+ | Material system
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@ -25,15 +25,15 @@ typedef struct s_Material
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class Object
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class Object
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{
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{
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protected:
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protected:
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glm::vec3 _position;
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glm::vec3 _position;
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Material _material;
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const Material *_material;
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public:
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public:
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Object(const glm::vec3& position, const Material& material) : _position(position), _material(material) {}
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Object(const glm::vec3& position, const Material *material) : _position(position), _material(material) {}
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virtual ~Object() = default;
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virtual ~Object() = default;
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const glm::vec3& getPosition() const { return (_position); }
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const glm::vec3 &getPosition() const { return (_position); }
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const Material& getMaterial() const { return (_material); }
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const Material *getMaterial() const { return (_material); }
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enum class Type {
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enum class Type {
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SPHERE,
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SPHERE,
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@ -37,13 +37,13 @@ class Scene
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~Scene();
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~Scene();
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Camera *getCamera(void) const;
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Camera *getCamera(void) const;
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void addObject(std::unique_ptr<Object> object);
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void addObject(Object *object);
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void updateGPUData();
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void updateGPUData();
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const std::vector<GPUObject>& getGPUData() const;
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const std::vector<GPUObject>& getGPUData() const;
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private:
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private:
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std::vector<std::unique_ptr<Object>> _objects;
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std::vector<Object *> _objects;
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std::vector<GPUObject> _gpuObjects;
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std::vector<GPUObject> _gpuObjects;
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Camera *_camera;
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Camera *_camera;
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@ -18,7 +18,7 @@
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class Sphere : public Object
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class Sphere : public Object
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{
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{
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public:
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public:
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Sphere(const glm::vec3& position, float radius, const Material& material)
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Sphere(const glm::vec3& position, float radius, const Material *material)
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: Object(position, material), _radius(radius) {}
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: Object(position, material), _radius(radius) {}
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float getRadius() const { return (_radius); }
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float getRadius() const { return (_radius); }
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@ -30,7 +30,7 @@ int main(void)
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glm::vec3 position(x, y, z);
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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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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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window.getScene()->addObject(new Sphere(position, sphereSize, &redMaterial));
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}
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}
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GLuint objectSSBO;
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GLuint objectSSBO;
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@ -49,6 +49,8 @@ int main(void)
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const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
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const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
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window.getScene()->updateGPUData();
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// Update SSBO with latest object data
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// Update SSBO with latest object data
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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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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glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW);
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@ -27,9 +27,9 @@ Camera *Scene::getCamera(void) const
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return (_camera);
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return (_camera);
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}
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}
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void Scene::addObject(std::unique_ptr<Object> object)
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void Scene::addObject(Object *object)
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{
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{
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_objects.push_back(std::move(object));
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_objects.push_back(object);
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this->updateGPUData();
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this->updateGPUData();
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}
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}
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@ -41,13 +41,13 @@ void Scene::updateGPUData()
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{
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{
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GPUObject gpuObj;
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GPUObject gpuObj;
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gpuObj.position = obj->getPosition();
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gpuObj.position = obj->getPosition();
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gpuObj.color = obj->getMaterial().color;
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gpuObj.color = obj->getMaterial()->color;
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gpuObj.roughness = obj->getMaterial().roughness;
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gpuObj.roughness = obj->getMaterial()->roughness;
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gpuObj.specular = obj->getMaterial().specular;
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gpuObj.specular = obj->getMaterial()->specular;
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gpuObj.type = static_cast<int>(obj->getType());
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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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if (obj->getType() == Object::Type::SPHERE) {
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auto sphere = static_cast<const Sphere*>(obj.get());
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auto sphere = static_cast<const Sphere*>(obj);
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gpuObj.radius = sphere->getRadius();
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gpuObj.radius = sphere->getRadius();
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}
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}
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