mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
~ | Better fps handling
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 16:15:41 by TheRed #+# #+# */
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/* Created: 2024/10/13 16:15:41 by TheRed #+# #+# */
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/* Updated: 2025/02/15 22:54:27 by tomoron ### ########.fr */
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/* Updated: 2025/02/25 18:12:37 by ycontre ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -30,6 +30,8 @@ class Window
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bool shouldClose();
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bool shouldClose();
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void process_input();
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void process_input();
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void reduceTimeFrame();
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static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
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static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
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static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos);
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static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos);
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32
includes/RT/sansnom.hpp
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32
includes/RT/sansnom.hpp
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@ -0,0 +1,32 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* sansnom.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/19 18:04:15 by ycontre #+# #+# */
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/* Updated: 2025/02/19 18:19:47 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef ashf
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# define ashf
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class RT
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{
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public:
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RT(Arguments &args, Window &window);
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~RT();
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private:
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Window &window;
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GLuint VAO;
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std::vector<GLuint> &textures;
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Scene *scene;
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ShaderProgram raytracing_program;
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};
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#endif
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@ -216,7 +216,7 @@ vec3[2] pathtrace(Ray ray, inout uint rng_state)
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color /= max(p, 0.001);
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color /= max(p, 0.001);
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GPUMaterial mat = materials[hit.mat_index];
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GPUMaterial mat = materials[hit.mat_index];
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calculateLightColor(mat, hit, color, light, rng_state);
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calculateLightColor(mat, hit, color, light, rng_state, ray);
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if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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break;
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break;
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
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/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
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/* Updated: 2025/02/15 22:54:52 by tomoron ### ########.fr */
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/* Updated: 2025/02/25 18:26:41 by ycontre ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -83,6 +83,8 @@ int main(int argc, char **argv)
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raytracing_program.set_float("u_time", (float)(glfwGetTime()));
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raytracing_program.set_float("u_time", (float)(glfwGetTime()));
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raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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window.reduceTimeFrame();
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std::map<std::string, std::vector<GLuint>> object_textures;
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std::map<std::string, std::vector<GLuint>> object_textures;
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object_textures["textures"] = scene.getTextureIDs();
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object_textures["textures"] = scene.getTextureIDs();
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object_textures["emissive_textures"] = scene.getEmissionTextureIDs();
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object_textures["emissive_textures"] = scene.getEmissionTextureIDs();
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/16 15:00:33 by tomoron #+# #+# */
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/* Created: 2025/01/16 15:00:33 by tomoron #+# #+# */
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/* Updated: 2025/02/06 02:19:50 by tomoron ### ########.fr */
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/* Updated: 2025/02/25 17:53:46 by ycontre ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -62,7 +62,7 @@ glm::vec3 ObjParser::getNormals(std::stringstream &line)
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{
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{
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glm::vec3 res;
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glm::vec3 res;
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if(!(line >> res.x) || !(line >> res.y) || (!(line >> res.z)) && !line.eof())
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if((!(line >> res.x) || !(line >> res.y) || !(line >> res.z)) && !line.eof())
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throw std::runtime_error("syntax error in obj file while parsing normal vertex");
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throw std::runtime_error("syntax error in obj file while parsing normal vertex");
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return(res);
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return(res);
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}
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}
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
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/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
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/* Updated: 2025/02/17 21:40:43 by tomoron ### ########.fr */
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/* Updated: 2025/02/25 18:44:36 by ycontre ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -368,7 +368,7 @@ int Window::getPixelisation(void)
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if (mouse || movement)
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if (mouse || movement)
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{
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{
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if(_fps < 30 && _pixelisation < 16)
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if(_fps > 15 && _fps < 30 && _pixelisation < 8)
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_pixelisation++;
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_pixelisation++;
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if(_fps > 60 && _pixelisation > 0)
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if(_fps > 60 && _pixelisation > 0)
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_pixelisation--;
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_pixelisation--;
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@ -377,3 +377,31 @@ int Window::getPixelisation(void)
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_pixelisation = 0;
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_pixelisation = 0;
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return (_pixelisation + 1);
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return (_pixelisation + 1);
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}
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}
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void Window::reduceTimeFrame()
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{
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static bool was_moving = false;
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static int previous_bounce = _scene->getCamera()->getBounce();
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bool mouse = glfwGetMouseButton(_window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
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bool movement = _scene->getCamera()->getVelocity() > 0.0f;
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bool is_moving = mouse || movement;
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bool has_moved = is_moving != was_moving;
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if (has_moved && is_moving && _fps < 15)
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{
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previous_bounce = _scene->getCamera()->getBounce();
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_scene->getCamera()->setBounce(1);
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_output_texture = 7;
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}
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if (has_moved && !is_moving)
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{
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_scene->getCamera()->setBounce(previous_bounce);
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_output_texture = 0;
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}
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was_moving = is_moving;
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}
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