mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ Parsing object system
This commit is contained in:
3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -70,6 +70,7 @@
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"ratio": "cpp",
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"ratio": "cpp",
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"iomanip": "cpp",
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"iomanip": "cpp",
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"numbers": "cpp",
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"numbers": "cpp",
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"cinttypes": "cpp"
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"cinttypes": "cpp",
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"fstream": "cpp"
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}
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}
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}
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}
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3
Makefile
3
Makefile
@ -42,7 +42,8 @@ ALL_SRCS := RT.cpp gl.cpp \
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class/Window.cpp \
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class/Window.cpp \
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class/Shader.cpp \
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class/Shader.cpp \
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class/Camera.cpp \
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class/Camera.cpp \
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class/Scene.cpp
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class/Scene.cpp \
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class/SceneParser.cpp
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SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
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SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
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OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
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OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
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@ -24,7 +24,11 @@
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# include "GLFW/glfw3.h"
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# include "GLFW/glfw3.h"
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# include <iostream>
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# include <iostream>
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# include <fstream>
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# include <sstream>
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# include <string>
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# include <memory>
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# include <memory>
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# include <map>
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struct Vertex {
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struct Vertex {
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glm::vec2 position;
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glm::vec2 position;
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@ -38,6 +42,7 @@ struct Vertex {
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# include "Window.hpp"
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# include "Window.hpp"
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# include "Shader.hpp"
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# include "Shader.hpp"
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# include "Scene.hpp"
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# include "Scene.hpp"
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# include "SceneParser.hpp"
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@ -39,7 +39,7 @@ class Object
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SPHERE,
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SPHERE,
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};
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};
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virtual Type getType() const = 0;
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virtual Type getType() const = 0;
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};
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};
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#endif
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#endif
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@ -36,17 +36,20 @@ class Scene
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Scene();
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Scene();
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~Scene();
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~Scene();
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Camera *getCamera(void) const;
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bool parseScene(char *name);
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void addObject(Object *object);
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void addObject(Object *object);
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void updateGPUData();
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void updateGPUData();
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const std::vector<GPUObject>& getGPUData() const;
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const std::vector<GPUObject> &getGPUData() const;
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Camera *getCamera(void) const;
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private:
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private:
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std::vector<Object *> _objects;
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std::vector<Object *> _objects;
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std::vector<GPUObject> _gpuObjects;
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std::vector<GPUObject> _gpu_objects;
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Camera *_camera;
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Camera *_camera;
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};
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};
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#endif
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#endif
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31
includes/RT/SceneParser.hpp
Normal file
31
includes/RT/SceneParser.hpp
Normal file
@ -0,0 +1,31 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* SceneParser.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/26 21:37:37 by TheRed #+# #+# */
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/* Updated: 2024/12/26 21:37:37 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_SceneParser__HPP
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# define RT_SceneParser__HPP
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# include "RT.hpp"
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class SceneParser
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{
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public:
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SceneParser(Scene *scene);
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bool parseLine(const std::string &line);
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private:
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Scene *_scene;
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std::map<std::string, std::function<Object *(std::stringstream &)>> object_parsers;
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};
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#endif
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@ -20,11 +20,10 @@ class Scene;
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class Window
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class Window
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{
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{
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public:
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public:
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Window(int width, int height, const char *title, int sleep);
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Window(Scene *scene, int width, int height, const char *title, int sleep);
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~Window(void);
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~Window(void);
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GLFWwindow *getWindow(void) const;
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GLFWwindow *getWindow(void) const;
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Scene *getScene(void) const;
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float getFps(void) const;
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float getFps(void) const;
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void display();
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void display();
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@ -17,15 +17,59 @@
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class Sphere : public Object
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class Sphere : public Object
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{
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{
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public:
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public:
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struct ParseError : public std::runtime_error
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{
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ParseError(const std::string& msg) : std::runtime_error("Sphere parse error: " + msg) {}
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};
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Sphere(std::stringstream &line) : Object(glm::vec3(0.0f), nullptr)
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{
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_mat = new Material;
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try {
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float x, y, z, radius;
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float r, g, b, rough, spec;
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if (!(line >> x >> y >> z >> radius))
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throw std::invalid_argument("Missing position or radius values");
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if (radius <= 0.0f)
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throw std::invalid_argument("Radius must be positive");
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if (!(line >> r >> g >> b >> rough >> spec))
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throw std::invalid_argument("Missing material properties");
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if (r < 0.0f || r > 255.0f || g < 0.0f || g > 255.0f || b < 0.0f || b > 255.0f)
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throw std::invalid_argument("Color values must be between 0 and 255");
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if (rough < 0.0f || rough > 1.0f)
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throw std::invalid_argument("Roughness must be between 0 and 1");
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if (spec < 0.0f || spec > 1.0f)
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throw std::invalid_argument("Specular must be between 0 and 1");
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_position = glm::vec3(x, y, z);
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_radius = radius;
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_mat->color = glm::vec3(r / 255.0f, g / 255.0f, b / 255.0f);
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_mat->roughness = rough;
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_mat->specular = spec;
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_material = _mat;
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}
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catch (const std::exception& e) { throw; }
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}
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Sphere(const glm::vec3& position, float radius, const Material *material)
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Sphere(const glm::vec3& position, float radius, const Material *material)
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: Object(position, material), _radius(radius) {}
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: Object(position, material), _radius(radius) {}
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float getRadius() const { return (_radius); }
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float getRadius() const { return (_radius); }
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Type getType() const override { return Type::SPHERE; }
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Type getType() const override { return Type::SPHERE; }
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private:
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private:
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float _radius;
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Material *_mat;
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float _radius;
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};
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};
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#endif
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#endif
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4
scenes/test.rt
Normal file
4
scenes/test.rt
Normal file
@ -0,0 +1,4 @@
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sp 0 -1 -6 2.0 255 255 255 0.0 0.0
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R 1.0 -2.0 10
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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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#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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{
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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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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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// Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0};
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float z = radius * sin(angle);
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// for (int i = 0; i < 150; i++)
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float y = 2.0f * sin(angle * 3.0f);
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// {
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// float angle = (2.0f * M_PI * i) / 150.0f;
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glm::vec3 position(x, y, z);
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// float x = 30.0f * cos(angle);
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float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f);
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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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window.getScene()->addObject(new Sphere(position, sphereSize, &redMaterial));
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// glm::vec3 position(x, y, z);
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}
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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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GLuint objectSSBO;
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glGenBuffers(1, &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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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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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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shader.setupVertexBuffer(vertices, size);
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shader.setupVertexBuffer(vertices, size);
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while (!window.shouldClose())
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while (!window.shouldClose())
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{
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{
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glUseProgram(shader.getProgramCompute());
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glUseProgram(shader.getProgramCompute());
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const std::vector<GPUObject> &gpu_data = window.getScene()->getGPUData();
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const std::vector<GPUObject> &gpu_data = scene.getGPUData();
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window.getScene()->updateGPUData();
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// Update SSBO with latest object data
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// Update SSBO with latest object data
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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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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|
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shader.set_int("u_objectsNum", gpu_data.size());
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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_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_vec3("u_cameraPosition", scene.getCamera()->get_position());
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shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix());
|
shader.set_mat4("u_viewMatrix", scene.getCamera()->get_view_matrix());
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|
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
|
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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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);
|
glClear(GL_COLOR_BUFFER_BIT);
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|
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glUseProgram(shader.getProgram());
|
glUseProgram(shader.getProgram());
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|
|
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shader.drawTriangles(size);
|
shader.drawTriangles(size);
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|
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std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;
|
std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush;
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|
@ -22,40 +22,71 @@ Scene::~Scene()
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delete (_camera);
|
delete (_camera);
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}
|
}
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|
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Camera *Scene::getCamera(void) const
|
bool Scene::parseScene(char *name)
|
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{
|
{
|
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return (_camera);
|
std::ifstream file(name);
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|
std::string line;
|
||||||
|
|
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|
if (!file.is_open())
|
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|
{
|
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|
std::cout << "Error opening the file" << std::endl;
|
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|
file.close();
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|
return (false);
|
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|
}
|
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|
|
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|
SceneParser scene_parser(this);
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|
|
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|
while (std::getline(file, line))
|
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|
{
|
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|
if (!scene_parser.parseLine(line))
|
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|
{
|
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|
std::cerr << line << std::endl;
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|
file.close();
|
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|
return (false);
|
||||||
|
}
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|
}
|
||||||
|
file.close();
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|
return (true);
|
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}
|
}
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|
|
||||||
|
|
||||||
void Scene::addObject(Object *object)
|
void Scene::addObject(Object *object)
|
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{
|
{
|
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_objects.push_back(object);
|
_objects.push_back(object);
|
||||||
|
|
||||||
this->updateGPUData();
|
this->updateGPUData();
|
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}
|
}
|
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|
|
||||||
void Scene::updateGPUData()
|
void Scene::updateGPUData()
|
||||||
{
|
{
|
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_gpuObjects.clear();
|
|
||||||
|
_gpu_objects.clear();
|
||||||
for (const auto& obj : _objects)
|
for (const auto& obj : _objects)
|
||||||
{
|
{
|
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GPUObject gpuObj;
|
GPUObject gpu_obj;
|
||||||
gpuObj.position = obj->getPosition();
|
gpu_obj.position = obj->getPosition();
|
||||||
gpuObj.color = obj->getMaterial()->color;
|
gpu_obj.color = obj->getMaterial()->color;
|
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gpuObj.roughness = obj->getMaterial()->roughness;
|
gpu_obj.roughness = obj->getMaterial()->roughness;
|
||||||
gpuObj.specular = obj->getMaterial()->specular;
|
gpu_obj.specular = obj->getMaterial()->specular;
|
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gpuObj.type = static_cast<int>(obj->getType());
|
gpu_obj.type = static_cast<int>(obj->getType());
|
||||||
|
|
||||||
if (obj->getType() == Object::Type::SPHERE) {
|
if (obj->getType() == Object::Type::SPHERE)
|
||||||
|
{
|
||||||
auto sphere = static_cast<const Sphere*>(obj);
|
auto sphere = static_cast<const Sphere*>(obj);
|
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gpuObj.radius = sphere->getRadius();
|
gpu_obj.radius = sphere->getRadius();
|
||||||
}
|
}
|
||||||
|
|
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_gpuObjects.push_back(gpuObj);
|
std::cout << gpu_obj.position.x << " " << gpu_obj.position.y << " " << gpu_obj.position.z << " " << gpu_obj.radius << " " << gpu_obj.roughness << " " << gpu_obj.specular << std::endl;
|
||||||
|
|
||||||
|
_gpu_objects.push_back(gpu_obj);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::vector<GPUObject>& Scene::getGPUData() const
|
const std::vector<GPUObject>& Scene::getGPUData() const
|
||||||
{
|
{
|
||||||
return (_gpuObjects);
|
return (_gpu_objects);
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera *Scene::getCamera(void) const
|
||||||
|
{
|
||||||
|
return (_camera);
|
||||||
}
|
}
|
47
srcs/class/SceneParser.cpp
Normal file
47
srcs/class/SceneParser.cpp
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
/* ************************************************************************** */
|
||||||
|
/* */
|
||||||
|
/* ::: :::::::: */
|
||||||
|
/* SceneParser.cpp :+: :+: :+: */
|
||||||
|
/* +:+ +:+ +:+ */
|
||||||
|
/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
|
||||||
|
/* +#+#+#+#+#+ +#+ */
|
||||||
|
/* Created: 2024/12/26 21:43:51 by TheRed #+# #+# */
|
||||||
|
/* Updated: 2024/12/26 21:43:51 by TheRed ### ########.fr */
|
||||||
|
/* */
|
||||||
|
/* ************************************************************************** */
|
||||||
|
|
||||||
|
#include "SceneParser.hpp"
|
||||||
|
|
||||||
|
SceneParser::SceneParser(Scene *scene) : _scene(scene)
|
||||||
|
{
|
||||||
|
object_parsers["sp"] = [](std::stringstream& ss) -> Object*
|
||||||
|
{
|
||||||
|
try { return (new Sphere(ss)); }
|
||||||
|
catch (const std::exception& e) { throw; }
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SceneParser::parseLine(const std::string &line)
|
||||||
|
{
|
||||||
|
if (line.empty() || line[0] == '#')
|
||||||
|
return (true);
|
||||||
|
|
||||||
|
std::stringstream ss(line);
|
||||||
|
std::string identifier;
|
||||||
|
|
||||||
|
ss >> identifier;
|
||||||
|
|
||||||
|
auto it = object_parsers.find(identifier);
|
||||||
|
if (it != object_parsers.end())
|
||||||
|
{
|
||||||
|
try {
|
||||||
|
Object *obj = it->second(ss);
|
||||||
|
_scene->addObject(obj);
|
||||||
|
} catch (const std::exception& e) {
|
||||||
|
std::cerr << "Error parsing sphere: " << e.what() << std::endl;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return (true);
|
||||||
|
}
|
@ -12,10 +12,10 @@
|
|||||||
|
|
||||||
#include "Window.hpp"
|
#include "Window.hpp"
|
||||||
|
|
||||||
Window::Window(int width, int height, const char *title, int sleep)
|
Window::Window(Scene *scene, int width, int height, const char *title, int sleep)
|
||||||
{
|
{
|
||||||
_scene = new Scene();
|
_scene = scene;
|
||||||
|
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
{
|
{
|
||||||
fprintf( stderr, "Failed to initialize GLFW\n" );
|
fprintf( stderr, "Failed to initialize GLFW\n" );
|
||||||
@ -130,11 +130,6 @@ GLFWwindow *Window::getWindow(void) const
|
|||||||
return (_window);
|
return (_window);
|
||||||
}
|
}
|
||||||
|
|
||||||
Scene *Window::getScene(void) const
|
|
||||||
{
|
|
||||||
return (_scene);
|
|
||||||
}
|
|
||||||
|
|
||||||
float Window::getFps(void) const
|
float Window::getFps(void) const
|
||||||
{
|
{
|
||||||
return (_fps);
|
return (_fps);
|
||||||
|
Reference in New Issue
Block a user