mirror of
https://github.com/TheRedShip/RT_GPU.git
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~ | TopLevelBVH
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23
srcs/RT.cpp
23
srcs/RT.cpp
@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
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/* Updated: 2025/01/20 18:55:25 by ycontre ### ########.fr */
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/* Updated: 2025/01/22 18:45:48 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -30,6 +30,7 @@ int main(int argc, char **argv)
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUTopBvh> &top_bvh = scene.getTopBvh();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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@ -51,29 +52,35 @@ int main(int argc, char **argv)
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
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GLuint bvh_nodesSSBO;
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glGenBuffers(1, &bvh_nodesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
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GLuint top_bvhSSBO;
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glGenBuffers(1, &top_bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, top_bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTopBvh) * top_bvh.size(), top_bvh.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, top_bvhSSBO);
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GLuint bvh_dataSSBO;
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glGenBuffers(1, &bvh_dataSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_dataSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvh_dataSSBO);
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GLuint bvhSSBO;
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glGenBuffers(1, &bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, bvhSSBO);
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, materialSSBO);
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GLuint lightSSBO;
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glGenBuffers(1, &lightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, lightSSBO);
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GLuint cameraUBO;
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