mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-28 02:58:35 +02:00
~ | BVH sent to gpu
This commit is contained in:
15
srcs/RT.cpp
15
srcs/RT.cpp
@ -20,7 +20,8 @@ int main(int argc, char **argv)
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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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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@ -51,6 +52,12 @@ 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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, lightSSBO);
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GLuint bvhSSBO;
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glGenBuffers(1, &bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getBVH().size() * sizeof(GPUBvh), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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@ -86,6 +93,11 @@ int main(int argc, char **argv)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
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std::vector<GPUBvh> gpu_bvh = scene.getBVH();
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_bvh.size() * sizeof(GPUBvh), gpu_bvh.data());
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
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@ -96,6 +108,7 @@ int main(int argc, char **argv)
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_bvhNum", gpu_bvh.size());
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shader.set_int("u_lightsNum", gpu_lights.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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shader.set_float("u_time", (float)(glfwGetTime()));
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@ -34,12 +34,6 @@ void BVH::updateBounds(std::vector <GPUObject> primitives)
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if (leaf_triangle.type != (int)Object::Type::TRIANGLE)
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continue ;
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if (leaf_triangle.type == (int)Object::Type::TRIANGLE)
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{
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leaf_triangle.vertex1 += leaf_triangle.position;
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leaf_triangle.vertex2 += leaf_triangle.position;
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}
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_aabb.min = glm::min(_aabb.min, leaf_triangle.position);
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_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex1);
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@ -63,7 +57,7 @@ void BVH::subdivide(std::vector<GPUObject> primitives)
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if (extent.y > extent.x) axis = 1;
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if (extent.z > extent[axis]) axis = 2;
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glm::vec3 split_pos = _aabb.min + extent[axis] * 0.5f;
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float split_pos = _aabb.min[axis] + extent[axis] * 0.5f;
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int i = _first_primitive;
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int j = _first_primitive + _primitive_count - 1;
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@ -73,7 +67,7 @@ void BVH::subdivide(std::vector<GPUObject> primitives)
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glm::vec3 centroid = primitives[i].position + primitives[i].vertex1 + primitives[i].vertex2;
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centroid /= 3.0f;
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if (centroid[axis] < split_pos[axis])
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if (centroid[axis] < split_pos)
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i++;
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else
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{
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@ -103,7 +97,6 @@ void BVH::showAABB(Scene *scene)
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{
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if (_is_leaf)
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{
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scene->addObject(new Sphere(_aabb.min, 0.5f, 6));
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scene->addObject(new Sphere(_aabb.max, 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
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@ -112,7 +105,6 @@ void BVH::showAABB(Scene *scene)
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scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.max.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
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}
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else
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{
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@ -124,4 +116,60 @@ void BVH::showAABB(Scene *scene)
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const AABB &BVH::getAABB() const
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{
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return (_aabb);
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}
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GPUBvh BVH::toGPUBvh()
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{
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GPUBvh bvh;
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bvh.is_leaf = _is_leaf;
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bvh.first_primitive = _first_primitive;
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bvh.primitive_count = _primitive_count;
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bvh.max = _aabb.max;
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bvh.min = _aabb.min;
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return (bvh);
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}
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void BVH::flatten(std::vector<GPUBvh> &bvhs, int ¤tIndex)
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{
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GPUBvh self_bvh = toGPUBvh();
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int self_index = currentIndex++;
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self_bvh.left_index = -1;
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self_bvh.right_index = -1;
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if (!_is_leaf)
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{
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self_bvh.left_index = currentIndex;
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_left->flatten(bvhs, currentIndex);
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self_bvh.right_index = currentIndex;
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_right->flatten(bvhs, currentIndex);
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}
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bvhs[self_index] = self_bvh;
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}
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int BVH::size()
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{
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int count = 0;
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if (_is_leaf)
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return (0);
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count += 1 + _left->size();
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count += 1 + _right->size();
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return (count);
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}
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std::vector<GPUBvh> BVH::getGPUBvhs()
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{
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std::vector<GPUBvh> bvhs(size() + 1);
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int currentIndex = 0;
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flatten(bvhs, currentIndex);
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return (bvhs);
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}
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@ -53,11 +53,11 @@ bool Scene::parseScene(char *name)
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}
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file.close();
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//bvh
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BVH *bvh = new BVH(_gpu_objects, 0, _gpu_objects.size());
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bvh->showAABB(this);
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// addObject(new Cube((bvh->getAABB().max + bvh->getAABB().min) / 2.0f, bvh->getAABB().max - bvh->getAABB().min, 7));
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//
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BVH *bvh = new BVH(_gpu_objects, 0, _gpu_objects.size());
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_gpu_bvh = bvh->getGPUBvhs();
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// bvh->showAABB(this);
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return (true);
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}
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@ -162,27 +162,32 @@ void Scene::updateLightAndObjects(int mat_id)
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}
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}
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std::set<int> Scene::getGPULights()
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std::set<int> Scene::getGPULights()
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{
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return (_gpu_lights);
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}
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const std::vector<GPUObject>& Scene::getObjectData() const
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const std::vector<GPUObject> &Scene::getObjectData() const
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{
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return (_gpu_objects);
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}
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std::vector<GPUMaterial>& Scene::getMaterialData()
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std::vector<GPUMaterial> &Scene::getMaterialData()
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{
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return (_gpu_materials);
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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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return (_gpu_volume);
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}
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Camera *Scene::getCamera(void) const
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std::vector<GPUBvh> &Scene::getBVH()
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{
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return (_gpu_bvh);
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}
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Camera *Scene::getCamera(void) const
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{
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return (_camera);
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}
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@ -192,4 +197,4 @@ GPUMaterial Scene::getMaterial(int material_index)
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if (material_index < 0 || material_index >= (int)_gpu_materials.size())
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throw std::runtime_error("Incorrect material index");
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return (_gpu_materials[material_index]);
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}
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}
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