+ Parsing object system

This commit is contained in:
TheRedShip
2024-12-26 23:06:49 +01:00
parent 2f217b50e9
commit 8941169f4a
13 changed files with 218 additions and 58 deletions

View File

@ -12,26 +12,29 @@
#include "RT.hpp"
int main(void)
int main(int argc, char **argv)
{
Window window(WIDTH, HEIGHT, "RT_GPU", 1);
Scene scene;
if (argc > 1 && !scene.parseScene(argv[1]))
return (1);
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 1);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
float radius = 30.0f;
for (int i = 0; i < 150; i++) {
float angle = (2.0f * M_PI * i) / 150.0f;
float x = radius * cos(angle);
float z = radius * sin(angle);
float y = 2.0f * sin(angle * 3.0f);
glm::vec3 position(x, y, z);
float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
window.getScene()->addObject(new Sphere(position, sphereSize, &redMaterial));
}
// Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
// for (int i = 0; i < 150; i++)
// {
// float angle = (2.0f * M_PI * i) / 150.0f;
// float x = 30.0f * cos(angle);
// float z = 30.0f * sin(angle);
// float y = 2.0f * sin(angle * 3.0f);
// glm::vec3 position(x, y, z);
// float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
// scene.addObject(new Sphere(position, sphereSize, &redMaterial));
// }
GLuint objectSSBO;
glGenBuffers(1, &objectSSBO);
@ -40,16 +43,13 @@ int main(void)
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}}};
size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
shader.setupVertexBuffer(vertices, size);
while (!window.shouldClose())
{
glUseProgram(shader.getProgramCompute());
const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
window.getScene()->updateGPUData();
const std::vector<GPUObject> &gpu_data = scene.getGPUData();
// Update SSBO with latest object data
glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
@ -58,8 +58,8 @@ int main(void)
shader.set_int("u_objectsNum", gpu_data.size());
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position());
shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());
shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position());
shader.set_mat4("u_viewMatrix", scene.getCamera()->get_view_matrix());
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
@ -67,7 +67,6 @@ int main(void)
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.getProgram());
shader.drawTriangles(size);
std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;