~ | Better fps handling

This commit is contained in:
RedShip
2025-02-25 19:03:35 +01:00
parent 3d2bcce9ca
commit a878a4c0fd
6 changed files with 71 additions and 7 deletions

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */ /* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 16:15:41 by TheRed #+# #+# */ /* Created: 2024/10/13 16:15:41 by TheRed #+# #+# */
/* Updated: 2025/02/15 22:54:27 by tomoron ### ########.fr */ /* Updated: 2025/02/25 18:12:37 by ycontre ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -30,6 +30,8 @@ class Window
bool shouldClose(); bool shouldClose();
void process_input(); void process_input();
void reduceTimeFrame();
static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos); static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos);

32
includes/RT/sansnom.hpp Normal file
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@ -0,0 +1,32 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* sansnom.hpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/19 18:04:15 by ycontre #+# #+# */
/* Updated: 2025/02/19 18:19:47 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef ashf
# define ashf
class RT
{
public:
RT(Arguments &args, Window &window);
~RT();
private:
Window &window;
GLuint VAO;
std::vector<GLuint> &textures;
Scene *scene;
ShaderProgram raytracing_program;
};
#endif

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@ -216,7 +216,7 @@ vec3[2] pathtrace(Ray ray, inout uint rng_state)
color /= max(p, 0.001); color /= max(p, 0.001);
GPUMaterial mat = materials[hit.mat_index]; GPUMaterial mat = materials[hit.mat_index];
calculateLightColor(mat, hit, color, light, rng_state); calculateLightColor(mat, hit, color, light, rng_state, ray);
if (mat.emission > 0.0 && mat.emission_texture_index == -1) if (mat.emission > 0.0 && mat.emission_texture_index == -1)
break; break;

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */ /* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/02/15 22:54:52 by tomoron ### ########.fr */ /* Updated: 2025/02/25 18:26:41 by ycontre ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -83,6 +83,8 @@ int main(int argc, char **argv)
raytracing_program.set_float("u_time", (float)(glfwGetTime())); raytracing_program.set_float("u_time", (float)(glfwGetTime()));
raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
window.reduceTimeFrame();
std::map<std::string, std::vector<GLuint>> object_textures; std::map<std::string, std::vector<GLuint>> object_textures;
object_textures["textures"] = scene.getTextureIDs(); object_textures["textures"] = scene.getTextureIDs();
object_textures["emissive_textures"] = scene.getEmissionTextureIDs(); object_textures["emissive_textures"] = scene.getEmissionTextureIDs();

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */ /* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/16 15:00:33 by tomoron #+# #+# */ /* Created: 2025/01/16 15:00:33 by tomoron #+# #+# */
/* Updated: 2025/02/06 02:19:50 by tomoron ### ########.fr */ /* Updated: 2025/02/25 17:53:46 by ycontre ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -62,7 +62,7 @@ glm::vec3 ObjParser::getNormals(std::stringstream &line)
{ {
glm::vec3 res; glm::vec3 res;
if(!(line >> res.x) || !(line >> res.y) || (!(line >> res.z)) && !line.eof()) if((!(line >> res.x) || !(line >> res.y) || !(line >> res.z)) && !line.eof())
throw std::runtime_error("syntax error in obj file while parsing normal vertex"); throw std::runtime_error("syntax error in obj file while parsing normal vertex");
return(res); return(res);
} }

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */ /* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */ /* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
/* Updated: 2025/02/17 21:40:43 by tomoron ### ########.fr */ /* Updated: 2025/02/25 18:44:36 by ycontre ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -368,7 +368,7 @@ int Window::getPixelisation(void)
if (mouse || movement) if (mouse || movement)
{ {
if(_fps < 30 && _pixelisation < 16) if(_fps > 15 && _fps < 30 && _pixelisation < 8)
_pixelisation++; _pixelisation++;
if(_fps > 60 && _pixelisation > 0) if(_fps > 60 && _pixelisation > 0)
_pixelisation--; _pixelisation--;
@ -377,3 +377,31 @@ int Window::getPixelisation(void)
_pixelisation = 0; _pixelisation = 0;
return (_pixelisation + 1); return (_pixelisation + 1);
} }
void Window::reduceTimeFrame()
{
static bool was_moving = false;
static int previous_bounce = _scene->getCamera()->getBounce();
bool mouse = glfwGetMouseButton(_window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
bool movement = _scene->getCamera()->getVelocity() > 0.0f;
bool is_moving = mouse || movement;
bool has_moved = is_moving != was_moving;
if (has_moved && is_moving && _fps < 15)
{
previous_bounce = _scene->getCamera()->getBounce();
_scene->getCamera()->setBounce(1);
_output_texture = 7;
}
if (has_moved && !is_moving)
{
_scene->getCamera()->setBounce(previous_bounce);
_output_texture = 0;
}
was_moving = is_moving;
}