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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | Materials in a seperate SSBO
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@ -19,10 +19,7 @@ struct GPUObject
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{
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{
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alignas(16) glm::vec3 position;
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alignas(16) glm::vec3 position;
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alignas(16) glm::vec3 color;
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int mat_index;
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float emission;
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float roughness;
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float metallic;
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float radius; // sphere
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float radius; // sphere
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alignas(16) glm::vec3 normal; // plane
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alignas(16) glm::vec3 normal; // plane
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@ -33,6 +30,14 @@ struct GPUObject
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int type;
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int type;
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};
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};
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struct GPUMaterial
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{
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alignas(16) glm::vec3 color;
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float emission;
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float roughness;
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float metallic;
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};
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class Sphere;
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class Sphere;
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class Camera;
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class Camera;
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@ -49,17 +54,20 @@ class Scene
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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> &getObjectData() const;
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Camera *getCamera(void) const;
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const std::vector<GPUMaterial> &getMaterialData() const;
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Camera *getCamera(void) const;
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Material *getMaterial(int material_index);
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Material *getMaterial(int material_index);
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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> _gpu_objects;
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std::vector<Material *> _materials;
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std::vector<Material *> _materials;
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std::vector<GPUObject> _gpu_objects;
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std::vector<GPUMaterial> _gpu_materials;
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Camera *_camera;
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Camera *_camera;
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};
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};
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@ -7,10 +7,7 @@ layout(binding = 1, rgba32f) uniform image2D accumulation_image;
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struct GPUObject {
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struct GPUObject {
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vec3 position; // 12 + 4
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vec3 position; // 12 + 4
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vec3 color; // 12 + 4
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int mat_index; // 4
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float emission; // 4
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float roughness; // 4
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float metallic; // 4
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float radius; // 4
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float radius; // 4
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vec3 normal; // 12 + 4
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vec3 normal; // 12 + 4
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@ -21,11 +18,24 @@ struct GPUObject {
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int type; // 4
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int type; // 4
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};
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};
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struct GPUMaterial
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{
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vec3 color; // 12 + 4
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float emission; // 4
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float roughness; // 4
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float metallic; // 4
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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{
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GPUObject objects[];
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GPUObject objects[];
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};
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};
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layout(std430, binding = 2) buffer MaterialBuffer
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{
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GPUMaterial materials[];
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};
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uniform int u_objectsNum;
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uniform int u_objectsNum;
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uniform vec2 u_resolution;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform vec3 u_cameraPosition;
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@ -91,6 +101,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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}
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}
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GPUObject obj = objects[hit.obj_index];
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GPUObject obj = objects[hit.obj_index];
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GPUMaterial mat = materials[obj.mat_index];
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// RR
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// RR
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float p = max(color.r, max(color.g, color.b));
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float p = max(color.r, max(color.g, color.b));
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@ -99,10 +110,10 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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color /= p;
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color /= p;
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//
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//
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color *= obj.color;
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color *= mat.color;
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light += obj.emission * obj.color;
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light += mat.emission * mat.color;
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if (obj.emission > 0.0)
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if (mat.emission > 0.0)
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break;
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break;
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ray = newRay(hit, ray, rng_state);
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ray = newRay(hit, ray, rng_state);
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@ -2,17 +2,19 @@
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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{
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{
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GPUObject obj;
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GPUObject obj;
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GPUMaterial mat;
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Ray new_ray;
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Ray new_ray;
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obj = objects[hit.obj_index];
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obj = objects[hit.obj_index];
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mat = materials[obj.mat_index];
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vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
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vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
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vec3 specular_dir = reflect(ray.direction, hit.normal);
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vec3 specular_dir = reflect(ray.direction, hit.normal);
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bool is_specular = (obj.metallic >= randomValue(rng_state));
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bool is_specular = (mat.metallic >= randomValue(rng_state));
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new_ray.origin = hit.position + hit.normal * 0.001;
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new_ray.origin = hit.position + hit.normal * 0.001;
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new_ray.direction = mix(diffuse_dir, specular_dir, obj.roughness * float(is_specular));
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new_ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
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return (new_ray);
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return (new_ray);
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}
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}
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16
srcs/RT.cpp
16
srcs/RT.cpp
@ -25,6 +25,9 @@ int main(int argc, char **argv)
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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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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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shader.attach();
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shader.attach();
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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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@ -34,19 +37,24 @@ int main(int argc, char **argv)
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GLint max_gpu_size;
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &gpu_data = scene.getGPUData();
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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std::cout << "Sending " << gpu_data.size() << " objects for "<< gpu_data.size() * sizeof(GPUObject) << " / " << max_gpu_size << " bytes" << std::endl;
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for "<< object_data.size() * sizeof(GPUObject) << " / " << max_gpu_size << " bytes" << std::endl;
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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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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, object_data.size() * sizeof(GPUObject), object_data.data(), GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, material_data.size() * sizeof(GPUMaterial), material_data.data(), GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", gpu_data.size());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_float("u_time", (float)(glfwGetTime()));
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shader.set_float("u_time", (float)(glfwGetTime()));
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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", scene.getCamera()->getPosition());
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shader.set_vec3("u_cameraPosition", scene.getCamera()->getPosition());
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@ -64,20 +64,15 @@ void Scene::addMaterial(Material *material)
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void Scene::updateGPUData()
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void Scene::updateGPUData()
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{
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{
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GPUObject gpu_obj;
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GPUObject gpu_obj;
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Material *mat;
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GPUMaterial gpu_mat;
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_gpu_objects.clear();
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_gpu_objects.clear();
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_gpu_materials.clear();
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for (const auto& obj : _objects)
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for (const auto& obj : _objects)
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{
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{
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mat = getMaterial(obj->getMaterialIndex());
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gpu_obj.mat_index = obj->getMaterialIndex();
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gpu_obj.position = obj->getPosition();
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gpu_obj.position = obj->getPosition();
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gpu_obj.color = mat->color;
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gpu_obj.emission = mat->emission;
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gpu_obj.roughness = mat->roughness;
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gpu_obj.metallic = mat->metallic;
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gpu_obj.type = static_cast<int>(obj->getType());
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gpu_obj.type = static_cast<int>(obj->getType());
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if (obj->getType() == Object::Type::SPHERE)
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if (obj->getType() == Object::Type::SPHERE)
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@ -106,13 +101,27 @@ void Scene::updateGPUData()
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_gpu_objects.push_back(gpu_obj);
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_gpu_objects.push_back(gpu_obj);
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}
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}
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for (const auto &material : _materials)
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{
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gpu_mat.color = material->color;
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gpu_mat.emission = material->emission;
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gpu_mat.roughness = material->roughness;
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gpu_mat.metallic = material->metallic;
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_gpu_materials.push_back(gpu_mat);
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}
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}
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}
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const std::vector<GPUObject>& Scene::getGPUData() const
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const std::vector<GPUObject>& Scene::getObjectData() const
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{
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{
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return (_gpu_objects);
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return (_gpu_objects);
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}
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}
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const std::vector<GPUMaterial>& Scene::getMaterialData() const
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{
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return (_gpu_materials);
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}
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Camera *Scene::getCamera(void) const
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Camera *Scene::getCamera(void) const
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{
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{
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return (_camera);
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return (_camera);
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