diff --git a/shaders/compute.glsl b/shaders/compute.glsl index cc68830..530aebc 100644 --- a/shaders/compute.glsl +++ b/shaders/compute.glsl @@ -43,6 +43,7 @@ struct GPUMaterial float refraction; // 4 int type; // 4 int texture_index; // 4 + int emission_texture_index; // 4 }; struct GPUCamera diff --git a/shaders/light.glsl b/shaders/light.glsl index 62ae06e..f3038d6 100644 --- a/shaders/light.glsl +++ b/shaders/light.glsl @@ -2,7 +2,7 @@ hitInfo traceRay(Ray ray); vec3 GetEnvironmentLight(Ray ray) { - // return vec3(0.); + return vec3(0.); vec3 sun_pos = vec3(-0.5, 0.5, 0.5); float SunFocus = 1.5; float SunIntensity = 1.; @@ -102,8 +102,9 @@ vec2 getSphereUV(vec3 surfacePoint) } uniform sampler2D textures[32]; +uniform sampler2D emission_textures[32]; -vec3 getTextureColor(int texture_index, hitInfo hit) +vec2 getTextureColor(hitInfo hit) { vec2 uv = vec2(0.0); @@ -116,13 +117,24 @@ vec3 getTextureColor(int texture_index, hitInfo hit) uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1; uv = vec2(uv.x, 1 - uv.y); } - return (texture(textures[texture_index], uv).rgb); + return (uv); } void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state) { - color *= mat.texture_index == -1 ? vec3(1.0) : getTextureColor(mat.texture_index, hit); + if (mat.texture_index != -1) + { + vec2 uv = getTextureColor(hit); + color *= texture(textures[mat.texture_index], uv).rgb; + } + if (mat.emission_texture_index != -1) + { + vec2 uv = getTextureColor(hit); + light += mat.emission * texture(emission_textures[mat.emission_texture_index], uv).rgb; + } + else + light += mat.emission * mat.color; + color *= mat.color; - light += mat.emission * mat.color; // light += sampleLights(hit.position, rng_state); } \ No newline at end of file diff --git a/srcs/RT.cpp b/srcs/RT.cpp index a20d205..f4237d3 100644 --- a/srcs/RT.cpp +++ b/srcs/RT.cpp @@ -76,12 +76,6 @@ int main(int argc, char **argv) glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO); - GLuint textureSSBO; - glGenBuffers(1, &textureSSBO); - glBindBuffer(GL_SHADER_STORAGE_BUFFER, textureSSBO); - glBufferData(GL_SHADER_STORAGE_BUFFER, 1 * sizeof(int), nullptr, GL_STATIC_DRAW); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, textureSSBO); - GLuint cameraUBO; glGenBuffers(1, &cameraUBO); glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO); @@ -140,6 +134,7 @@ int main(int argc, char **argv) shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_textures(scene.getTextureIDs()); + shader.set_emission_textures(scene.getEmissionTextureIDs()); glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); diff --git a/srcs/class/ObjParser.cpp b/srcs/class/ObjParser.cpp index f790e85..54e3518 100644 --- a/srcs/class/ObjParser.cpp +++ b/srcs/class/ObjParser.cpp @@ -249,6 +249,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene) mat = new Material; memset(mat, 0, sizeof(Material)); mat->texture_index = -1; + mat->emission_texture_index = -1; mat->refraction = 1.0f; mat->roughness = 1.0f; mat->metallic = 1.0f; @@ -324,6 +325,16 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene) mat->texture_index = scene.getTextures().size(); scene.addTexture(getFilePath(_filename) + path); } + else if (identifier == "map_Ke") + { + std::string path; + + if (!(lineStream >> path)) + throw std::runtime_error("OBJ: syntax error while getting material texture"); + + mat->emission_texture_index = scene.getEmissionTextures().size(); + scene.addEmissionTexture(getFilePath(_filename) + path); + } else std::cerr << "unsupported material setting : " << identifier << std::endl; } diff --git a/srcs/class/Scene.cpp b/srcs/class/Scene.cpp index 7dccb13..6f0f1cd 100644 --- a/srcs/class/Scene.cpp +++ b/srcs/class/Scene.cpp @@ -217,6 +217,7 @@ void Scene::addMaterial(Material *material) gpu_mat.refraction = material->refraction; gpu_mat.type = material->type; gpu_mat.texture_index = material->texture_index; + gpu_mat.emission_texture_index = material->emission_texture_index; _gpu_materials.push_back(gpu_mat); } @@ -225,6 +226,11 @@ void Scene::addTexture(std::string path) _textures.push_back(path); } +void Scene::addEmissionTexture(std::string path) +{ + _emission_textures.push_back(path); +} + bool Scene::loadTextures() { for (std::string &path : _textures) @@ -301,11 +307,21 @@ std::vector &Scene::getTextureIDs() return (_gpu_textures); } +std::vector &Scene::getEmissionTextureIDs() +{ + return (_gpu_emission_textures); +} + std::vector &Scene::getTextures() { return (_textures); } +std::vector &Scene::getEmissionTextures() +{ + return (_emission_textures); +} + GPUVolume &Scene::getVolume() { return (_gpu_volume); diff --git a/srcs/class/Shader.cpp b/srcs/class/Shader.cpp index 10fac6b..5221403 100644 --- a/srcs/class/Shader.cpp +++ b/srcs/class/Shader.cpp @@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com const char *fragmentCode = loadFileWithIncludes(fragmentPath); const char *computeCode = loadFileWithIncludes(computePath); - // printWithLineNumbers(computeCode); + printWithLineNumbers(computeCode); _vertex = glCreateShader(GL_VERTEX_SHADER); @@ -208,7 +208,7 @@ 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)); } -void Shader::set_textures(const std::vector textureIDs) +void Shader::set_textures(std::vector textureIDs) { for (size_t i = 0; i < textureIDs.size(); i++) { @@ -220,6 +220,18 @@ void Shader::set_textures(const std::vector textureIDs) } } +void Shader::set_emission_textures(std::vector textureIDs) +{ + for (size_t i = 0; i < textureIDs.size(); i++) + { + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(GL_TEXTURE_2D, textureIDs[i]); + + std::string uniform_name = "emission_textures[" + std::to_string(i) + "]"; + glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i); + } +} + GLuint Shader::getProgram(void) const { return (_program);