mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-28 02:58:35 +02:00
+ Parsing object system
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45
srcs/RT.cpp
45
srcs/RT.cpp
@ -12,26 +12,29 @@
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#include "RT.hpp"
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int main(void)
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int main(int argc, char **argv)
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{
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Window window(WIDTH, HEIGHT, "RT_GPU", 1);
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Scene scene;
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if (argc > 1 && !scene.parseScene(argv[1]))
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 1);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
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float radius = 30.0f;
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for (int i = 0; i < 150; i++) {
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float angle = (2.0f * M_PI * i) / 150.0f;
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float x = radius * cos(angle);
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float z = radius * sin(angle);
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float y = 2.0f * sin(angle * 3.0f);
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glm::vec3 position(x, y, z);
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float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
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window.getScene()->addObject(new Sphere(position, sphereSize, &redMaterial));
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}
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// Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
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// for (int i = 0; i < 150; i++)
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// {
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// float angle = (2.0f * M_PI * i) / 150.0f;
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// float x = 30.0f * cos(angle);
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// float z = 30.0f * sin(angle);
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// float y = 2.0f * sin(angle * 3.0f);
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// glm::vec3 position(x, y, z);
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// float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
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// scene.addObject(new Sphere(position, sphereSize, &redMaterial));
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// }
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GLuint objectSSBO;
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glGenBuffers(1, &objectSSBO);
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@ -40,16 +43,13 @@ int main(void)
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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;
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shader.setupVertexBuffer(vertices, size);
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while (!window.shouldClose())
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{
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glUseProgram(shader.getProgramCompute());
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const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
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window.getScene()->updateGPUData();
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const std::vector<GPUObject> &gpu_data = scene.getGPUData();
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// Update SSBO with latest object data
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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@ -58,8 +58,8 @@ int main(void)
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shader.set_int("u_objectsNum", gpu_data.size());
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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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shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position());
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shader.set_mat4("u_viewMatrix", scene.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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@ -67,7 +67,6 @@ int main(void)
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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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