~ | Materials in a seperate SSBO

This commit is contained in:
TheRedShip
2025-01-06 10:41:24 +01:00
parent dcda41b186
commit cb2bfad4b9
5 changed files with 72 additions and 34 deletions

View File

@ -25,6 +25,9 @@ int main(int argc, char **argv)
GLuint objectSSBO;
glGenBuffers(1, &objectSSBO);
GLuint materialSSBO;
glGenBuffers(1, &materialSSBO);
shader.attach();
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}}};
@ -34,19 +37,24 @@ int main(int argc, char **argv)
GLint max_gpu_size;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
const std::vector<GPUObject> &gpu_data = scene.getGPUData();
std::cout << "Sending " << gpu_data.size() << " objects for "<< gpu_data.size() * sizeof(GPUObject) << " / " << max_gpu_size << " bytes" << std::endl;
const std::vector<GPUObject> &object_data = scene.getObjectData();
const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
std::cout << "Sending " << object_data.size() << " objects for "<< object_data.size() * sizeof(GPUObject) << " / " << max_gpu_size << " bytes" << std::endl;
while (!window.shouldClose())
{
glUseProgram(shader.getProgramCompute());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW);
glBufferData(GL_SHADER_STORAGE_BUFFER, object_data.size() * sizeof(GPUObject), object_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, material_data.size() * sizeof(GPUMaterial), material_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
shader.set_int("u_frameCount", window.getFrameCount());
shader.set_int("u_objectsNum", gpu_data.size());
shader.set_int("u_objectsNum", object_data.size());
shader.set_float("u_time", (float)(glfwGetTime()));
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_vec3("u_cameraPosition", scene.getCamera()->getPosition());

View File

@ -64,20 +64,15 @@ void Scene::addMaterial(Material *material)
void Scene::updateGPUData()
{
GPUObject gpu_obj;
Material *mat;
GPUMaterial gpu_mat;
_gpu_objects.clear();
_gpu_materials.clear();
for (const auto& obj : _objects)
{
mat = getMaterial(obj->getMaterialIndex());
gpu_obj.mat_index = obj->getMaterialIndex();
gpu_obj.position = obj->getPosition();
gpu_obj.color = mat->color;
gpu_obj.emission = mat->emission;
gpu_obj.roughness = mat->roughness;
gpu_obj.metallic = mat->metallic;
gpu_obj.type = static_cast<int>(obj->getType());
if (obj->getType() == Object::Type::SPHERE)
@ -106,13 +101,27 @@ void Scene::updateGPUData()
_gpu_objects.push_back(gpu_obj);
}
for (const auto &material : _materials)
{
gpu_mat.color = material->color;
gpu_mat.emission = material->emission;
gpu_mat.roughness = material->roughness;
gpu_mat.metallic = material->metallic;
_gpu_materials.push_back(gpu_mat);
}
}
const std::vector<GPUObject>& Scene::getGPUData() const
const std::vector<GPUObject>& Scene::getObjectData() const
{
return (_gpu_objects);
}
const std::vector<GPUMaterial>& Scene::getMaterialData() const
{
return (_gpu_materials);
}
Camera *Scene::getCamera(void) const
{
return (_camera);