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https://github.com/TheRedShip/RT_GPU.git
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+ | Switched to compute shader
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25
srcs/RT.cpp
25
srcs/RT.cpp
@ -12,29 +12,40 @@
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#include "RT.hpp"
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int main(void)
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{
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Window window(WIDTH, HEIGHT, "RT_GPU", 0);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Vertex vertices[3] = {
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{{-1.0f, -1.0f}, {0.0f, 0.0f}},
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{{3.0f, -1.0f}, {2.0f, 0.0f}},
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{{-1.0f, 3.0f}, {0.0f, 2.0f}}
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};
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shader.attach();
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glm::vec2 vertices[3] = {
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{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
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};
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size_t size = sizeof(vertices) / sizeof(glm::vec2) / 3;
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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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shader.setupVertexBuffer(vertices, size);
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while (!window.shouldClose())
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader.getProgramCompute());
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position());
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shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader.getProgram());
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shader.drawTriangles(size);
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std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;
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