mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Poorly done emissive texture
This commit is contained in:
@ -43,6 +43,7 @@ struct GPUMaterial
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float refraction; // 4
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float refraction; // 4
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int type; // 4
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int type; // 4
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int texture_index; // 4
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int texture_index; // 4
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int emission_texture_index; // 4
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};
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};
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struct GPUCamera
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struct GPUCamera
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@ -2,7 +2,7 @@ hitInfo traceRay(Ray ray);
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vec3 GetEnvironmentLight(Ray ray)
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vec3 GetEnvironmentLight(Ray ray)
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{
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{
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// return vec3(0.);
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return vec3(0.);
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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float SunFocus = 1.5;
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float SunFocus = 1.5;
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float SunIntensity = 1.;
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float SunIntensity = 1.;
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@ -102,8 +102,9 @@ vec2 getSphereUV(vec3 surfacePoint)
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}
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}
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uniform sampler2D textures[32];
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uniform sampler2D textures[32];
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uniform sampler2D emission_textures[32];
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vec3 getTextureColor(int texture_index, hitInfo hit)
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vec2 getTextureColor(hitInfo hit)
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{
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{
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vec2 uv = vec2(0.0);
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vec2 uv = vec2(0.0);
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@ -116,13 +117,24 @@ vec3 getTextureColor(int texture_index, hitInfo hit)
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uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
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uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
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uv = vec2(uv.x, 1 - uv.y);
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uv = vec2(uv.x, 1 - uv.y);
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}
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}
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return (texture(textures[texture_index], uv).rgb);
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return (uv);
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}
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}
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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{
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{
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color *= mat.texture_index == -1 ? vec3(1.0) : getTextureColor(mat.texture_index, hit);
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if (mat.texture_index != -1)
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{
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vec2 uv = getTextureColor(hit);
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color *= texture(textures[mat.texture_index], uv).rgb;
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}
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if (mat.emission_texture_index != -1)
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{
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vec2 uv = getTextureColor(hit);
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light += mat.emission * texture(emission_textures[mat.emission_texture_index], uv).rgb;
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}
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else
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light += mat.emission * mat.color;
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color *= mat.color;
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color *= mat.color;
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position, rng_state);
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// light += sampleLights(hit.position, rng_state);
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}
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}
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@ -76,12 +76,6 @@ int main(int argc, char **argv)
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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GLuint textureSSBO;
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glGenBuffers(1, &textureSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, textureSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, 1 * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, textureSSBO);
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GLuint cameraUBO;
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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glGenBuffers(1, &cameraUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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@ -140,6 +134,7 @@ int main(int argc, char **argv)
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_textures(scene.getTextureIDs());
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shader.set_textures(scene.getTextureIDs());
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shader.set_emission_textures(scene.getEmissionTextureIDs());
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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@ -249,6 +249,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
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mat = new Material;
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mat = new Material;
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memset(mat, 0, sizeof(Material));
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memset(mat, 0, sizeof(Material));
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mat->texture_index = -1;
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mat->texture_index = -1;
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mat->emission_texture_index = -1;
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mat->refraction = 1.0f;
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mat->refraction = 1.0f;
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mat->roughness = 1.0f;
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mat->roughness = 1.0f;
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mat->metallic = 1.0f;
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mat->metallic = 1.0f;
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@ -324,6 +325,16 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
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mat->texture_index = scene.getTextures().size();
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mat->texture_index = scene.getTextures().size();
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scene.addTexture(getFilePath(_filename) + path);
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scene.addTexture(getFilePath(_filename) + path);
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}
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}
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else if (identifier == "map_Ke")
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{
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std::string path;
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if (!(lineStream >> path))
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throw std::runtime_error("OBJ: syntax error while getting material texture");
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mat->emission_texture_index = scene.getEmissionTextures().size();
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scene.addEmissionTexture(getFilePath(_filename) + path);
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}
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else
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else
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std::cerr << "unsupported material setting : " << identifier << std::endl;
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std::cerr << "unsupported material setting : " << identifier << std::endl;
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}
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}
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@ -217,6 +217,7 @@ void Scene::addMaterial(Material *material)
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gpu_mat.refraction = material->refraction;
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gpu_mat.refraction = material->refraction;
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gpu_mat.type = material->type;
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gpu_mat.type = material->type;
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gpu_mat.texture_index = material->texture_index;
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gpu_mat.texture_index = material->texture_index;
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gpu_mat.emission_texture_index = material->emission_texture_index;
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_gpu_materials.push_back(gpu_mat);
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_gpu_materials.push_back(gpu_mat);
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}
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}
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@ -225,6 +226,11 @@ void Scene::addTexture(std::string path)
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_textures.push_back(path);
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_textures.push_back(path);
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}
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}
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void Scene::addEmissionTexture(std::string path)
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{
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_emission_textures.push_back(path);
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}
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bool Scene::loadTextures()
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bool Scene::loadTextures()
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{
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{
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for (std::string &path : _textures)
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for (std::string &path : _textures)
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@ -301,11 +307,21 @@ std::vector<GLuint> &Scene::getTextureIDs()
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return (_gpu_textures);
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return (_gpu_textures);
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}
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}
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std::vector<GLuint> &Scene::getEmissionTextureIDs()
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{
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return (_gpu_emission_textures);
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}
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std::vector<std::string> &Scene::getTextures()
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std::vector<std::string> &Scene::getTextures()
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{
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{
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return (_textures);
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return (_textures);
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}
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}
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std::vector<std::string> &Scene::getEmissionTextures()
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{
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return (_emission_textures);
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}
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GPUVolume &Scene::getVolume()
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GPUVolume &Scene::getVolume()
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{
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{
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return (_gpu_volume);
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return (_gpu_volume);
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@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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const char *computeCode = loadFileWithIncludes(computePath);
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// printWithLineNumbers(computeCode);
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printWithLineNumbers(computeCode);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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@ -208,7 +208,7 @@ void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
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glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
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}
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}
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void Shader::set_textures(const std::vector<GLuint> textureIDs)
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void Shader::set_textures(std::vector<GLuint> textureIDs)
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{
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{
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for (size_t i = 0; i < textureIDs.size(); i++)
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for (size_t i = 0; i < textureIDs.size(); i++)
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{
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{
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@ -220,6 +220,18 @@ void Shader::set_textures(const std::vector<GLuint> textureIDs)
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}
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}
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}
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}
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void Shader::set_emission_textures(std::vector<GLuint> textureIDs)
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{
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for (size_t i = 0; i < textureIDs.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
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std::string uniform_name = "emission_textures[" + std::to_string(i) + "]";
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glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
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}
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}
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GLuint Shader::getProgram(void) const
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GLuint Shader::getProgram(void) const
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{
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{
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return (_program);
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return (_program);
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