~ | 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

@ -19,10 +19,7 @@ struct GPUObject
{ {
alignas(16) glm::vec3 position; alignas(16) glm::vec3 position;
alignas(16) glm::vec3 color; int mat_index;
float emission;
float roughness;
float metallic;
float radius; // sphere float radius; // sphere
alignas(16) glm::vec3 normal; // plane alignas(16) glm::vec3 normal; // plane
@ -33,6 +30,14 @@ struct GPUObject
int type; int type;
}; };
struct GPUMaterial
{
alignas(16) glm::vec3 color;
float emission;
float roughness;
float metallic;
};
class Sphere; class Sphere;
class Camera; class Camera;
@ -49,17 +54,20 @@ class Scene
void updateGPUData(); void updateGPUData();
const std::vector<GPUObject> &getGPUData() const; const std::vector<GPUObject> &getObjectData() const;
Camera *getCamera(void) const; const std::vector<GPUMaterial> &getMaterialData() const;
Camera *getCamera(void) const;
Material *getMaterial(int material_index); Material *getMaterial(int material_index);
private: private:
std::vector<Object *> _objects; std::vector<Object *> _objects;
std::vector<GPUObject> _gpu_objects;
std::vector<Material *> _materials; std::vector<Material *> _materials;
std::vector<GPUObject> _gpu_objects;
std::vector<GPUMaterial> _gpu_materials;
Camera *_camera; Camera *_camera;
}; };

View File

@ -7,10 +7,7 @@ layout(binding = 1, rgba32f) uniform image2D accumulation_image;
struct GPUObject { struct GPUObject {
vec3 position; // 12 + 4 vec3 position; // 12 + 4
vec3 color; // 12 + 4 int mat_index; // 4
float emission; // 4
float roughness; // 4
float metallic; // 4
float radius; // 4 float radius; // 4
vec3 normal; // 12 + 4 vec3 normal; // 12 + 4
@ -21,11 +18,24 @@ struct GPUObject {
int type; // 4 int type; // 4
}; };
struct GPUMaterial
{
vec3 color; // 12 + 4
float emission; // 4
float roughness; // 4
float metallic; // 4
};
layout(std430, binding = 1) buffer ObjectBuffer layout(std430, binding = 1) buffer ObjectBuffer
{ {
GPUObject objects[]; GPUObject objects[];
}; };
layout(std430, binding = 2) buffer MaterialBuffer
{
GPUMaterial materials[];
};
uniform int u_objectsNum; uniform int u_objectsNum;
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform vec3 u_cameraPosition; uniform vec3 u_cameraPosition;
@ -91,6 +101,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
} }
GPUObject obj = objects[hit.obj_index]; GPUObject obj = objects[hit.obj_index];
GPUMaterial mat = materials[obj.mat_index];
// RR // RR
float p = max(color.r, max(color.g, color.b)); float p = max(color.r, max(color.g, color.b));
@ -99,10 +110,10 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
color /= p; color /= p;
// //
color *= obj.color; color *= mat.color;
light += obj.emission * obj.color; light += mat.emission * mat.color;
if (obj.emission > 0.0) if (mat.emission > 0.0)
break; break;
ray = newRay(hit, ray, rng_state); ray = newRay(hit, ray, rng_state);

View File

@ -2,17 +2,19 @@
Ray newRay(hitInfo hit, Ray ray, inout uint rng_state) Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
{ {
GPUObject obj; GPUObject obj;
GPUMaterial mat;
Ray new_ray; Ray new_ray;
obj = objects[hit.obj_index]; obj = objects[hit.obj_index];
mat = materials[obj.mat_index];
vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state)); vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
vec3 specular_dir = reflect(ray.direction, hit.normal); vec3 specular_dir = reflect(ray.direction, hit.normal);
bool is_specular = (obj.metallic >= randomValue(rng_state)); bool is_specular = (mat.metallic >= randomValue(rng_state));
new_ray.origin = hit.position + hit.normal * 0.001; new_ray.origin = hit.position + hit.normal * 0.001;
new_ray.direction = mix(diffuse_dir, specular_dir, obj.roughness * float(is_specular)); new_ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
return (new_ray); return (new_ray);
} }

View File

@ -25,6 +25,9 @@ int main(int argc, char **argv)
GLuint objectSSBO; GLuint objectSSBO;
glGenBuffers(1, &objectSSBO); glGenBuffers(1, &objectSSBO);
GLuint materialSSBO;
glGenBuffers(1, &materialSSBO);
shader.attach(); 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}}}; 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; GLint max_gpu_size;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size); glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
const std::vector<GPUObject> &gpu_data = scene.getGPUData(); const std::vector<GPUObject> &object_data = scene.getObjectData();
std::cout << "Sending " << gpu_data.size() << " objects for "<< gpu_data.size() * sizeof(GPUObject) << " / " << max_gpu_size << " bytes" << std::endl; 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()) while (!window.shouldClose())
{ {
glUseProgram(shader.getProgramCompute()); glUseProgram(shader.getProgramCompute());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO); 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); 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_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_float("u_time", (float)(glfwGetTime()));
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_vec3("u_cameraPosition", scene.getCamera()->getPosition()); shader.set_vec3("u_cameraPosition", scene.getCamera()->getPosition());

View File

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