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https://github.com/TheRedShip/RT_GPU.git
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+ | Shader class system better working
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117
srcs/RT_utils.cpp
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117
srcs/RT_utils.cpp
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* RT_utils.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/12 23:21:09 by TheRed #+# #+# */
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/* Updated: 2025/02/12 23:21:09 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "RT.hpp"
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void setupScreenTriangle(GLuint *VAO)
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{
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GLuint VBO;
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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; // size 1
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glGenVertexArrays(1, VAO);
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glBindVertexArray(*VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(Vertex), vertices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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// Texture coordinate attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, output_texture);
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glUniform1i(glGetUniformLocation(program, "screenTexture"), 0);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 1 * 3); // size 1
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}
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std::vector<GLuint> generateTextures(unsigned int textures_count)
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{
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std::vector<GLuint> textures(textures_count);
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glGenTextures(textures_count, textures.data());
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for (unsigned int i = 0; i < textures_count; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glBindImageTexture(i, textures[i], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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return (textures);
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}
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std::vector<Buffer *> createDataOnGPU(Scene &scene)
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{
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + \
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triangle_data.size() * sizeof(GPUTriangle) + \
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bvh_nodes.size() * sizeof(GPUBvh) + \
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material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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std::vector<Buffer *> buffers;
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 1, sizeof(GPUObject) * object_data.size(), object_data.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 2, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 3, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 4, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data()));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 5, sizeof(GPUMaterial) * material_data.size(), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::SSBO, 6, scene.getGPULights().size() * sizeof(int), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::UBO, 0, sizeof(GPUCamera), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::UBO, 1, sizeof(GPUVolume), nullptr));
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buffers.push_back(new Buffer(Buffer::Type::UBO, 2, sizeof(GPUDebug), nullptr));
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return (buffers);
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}
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void updateDataOnGPU(Scene &scene, std::vector<Buffer *> buffers)
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{
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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const std::set<int> &gpu_lights = scene.getGPULights();
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std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
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buffers[4]->update(material_data.data(), sizeof(GPUMaterial) * material_data.size());
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buffers[5]->update(gpu_lights_array.data(), gpu_lights.size() * sizeof(int));
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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buffers[6]->update(&camera_data, sizeof(GPUCamera));
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buffers[7]->update(&scene.getVolume(), sizeof(GPUVolume));
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buffers[8]->update(&scene.getDebug(), sizeof(GPUDebug));
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}
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