mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
~ | Better camera managment
This commit is contained in:
@ -15,6 +15,14 @@
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# include "RT.hpp"
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struct GPUCamera
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{
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glm::mat4 view_matrix;
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alignas(16) glm::vec3 camera_position;
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float aperture_size;
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float focus_distance;
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};
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class Camera
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{
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public:
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@ -27,13 +35,20 @@ class Camera
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void processMouse(float xoffset, float yoffset, bool constrainPitch);
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void processKeyboard(bool forward, bool backward, bool left, bool right, bool up, bool down);
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glm::mat4 getViewMatrix();
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void updateCameraVectors();
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glm::vec3 getPosition();
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glm::vec2 getDirection();
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glm::vec2 getDOV();
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glm::mat4 getViewMatrix();
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GPUCamera getGPUData();
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void setPosition(glm::vec3 position);
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void setDirection(float pitch, float yaw);
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void setDOV(float aperture, float focus);
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private:
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void updateCameraVectors();
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glm::vec3 _position;
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glm::vec3 _forward;
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@ -50,6 +65,9 @@ class Camera
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float _acceleration_rate = 40.0f;
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float _deceleration_rate = 10000.0f;
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float _sensitivity = 0.2f;
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float _aperture_size = 0.0f;
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float _focus_distance = 1.0f;
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};
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#endif
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@ -45,11 +45,11 @@ class Portal : public Object
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_edge1 = glm::vec3(x1, y1, z1);
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_edge2 = glm::vec3(x2, y2, z2);
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_up = glm::vec3(x1, y1, z1);
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_right = glm::vec3(x2, y2, z2);
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glm::vec3 up = glm::normalize(_edge1);
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glm::vec3 right = glm::normalize(_edge2);
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glm::vec3 up = glm::normalize(_up);
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glm::vec3 right = glm::normalize(_right);
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glm::vec3 forward = glm::normalize(glm::cross(right, up));
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up = normalize(glm::cross(forward, right));
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@ -64,17 +64,17 @@ class Portal : public Object
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catch (const std::exception &e) { throw; }
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}
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Portal(const glm::vec3 &position, const glm::vec3 &edge1, const glm::vec3 &edge2, const int linked_portal, const int mat_index)
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: Object(position, mat_index), _edge1(edge1), _edge2(edge2), _linked_portal(linked_portal) {}
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: Object(position, mat_index), _up(edge1), _right(edge2), _linked_portal(linked_portal) {}
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Quad *createSupportQuad() const
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{
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float extension = 0.2f;
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glm::vec3 right_dir = glm::normalize(_edge1);
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glm::vec3 up_dir = glm::normalize(_edge2);
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glm::vec3 right_dir = glm::normalize(_up);
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glm::vec3 up_dir = glm::normalize(_right);
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float right_length = glm::length(_edge1) + extension;
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float up_length = glm::length(_edge2) + extension;
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float right_length = glm::length(_up) + extension;
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float up_length = glm::length(_right) + extension;
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glm::vec3 center_offset = -(right_dir * (extension / 2.0f) + up_dir * (extension / 2.0f));
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glm::vec3 position = _position + _normal * -0.001f + center_offset;
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@ -85,8 +85,8 @@ class Portal : public Object
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return (new Quad(position, right, up, _mat_index));
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}
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glm::vec3 getEdge1() const { return (_edge1); }
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glm::vec3 getEdge2() const { return (_edge2); }
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glm::vec3 getUp() const { return (_up); }
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glm::vec3 getRight() const { return (_right); }
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glm::vec3 getNormal() const { return (_normal); }
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glm::mat3 getTransform() const { return (_transform); }
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@ -97,8 +97,8 @@ class Portal : public Object
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Type getType() const override { return Type::PORTAL; }
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private:
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glm::vec3 _edge1;
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glm::vec3 _edge2;
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glm::vec3 _up;
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glm::vec3 _right;
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glm::vec3 _normal;
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glm::mat3 _transform;
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@ -39,23 +39,23 @@ class Quad : public Object
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_edge1 = glm::vec3(x1, y1, z1);
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_edge2 = glm::vec3(x2, y2, z2);
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_up = glm::vec3(x1, y1, z1);
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_right = glm::vec3(x2, y2, z2);
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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}
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Quad(const glm::vec3 &position, const glm::vec3 &edge1, const glm::vec3 &edge2, const int mat_index)
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: Object(position, mat_index), _edge1(edge1), _edge2(edge2) {}
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: Object(position, mat_index), _up(edge1), _right(edge2) {}
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glm::vec3 getEdge1() const { return (_edge1); }
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glm::vec3 getEdge2() const { return (_edge2); }
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glm::vec3 getUp() const { return (_up); }
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glm::vec3 getRight() const { return (_right); }
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Type getType() const override { return Type::QUAD; }
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private:
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glm::vec3 _edge1;
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glm::vec3 _edge2;
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glm::vec3 _up;
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glm::vec3 _right;
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};
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#endif
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@ -1,4 +1,4 @@
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CAM 0 1 3
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CAM 0.576905 1.29122 1.46329 -6.8 -128 0.1 2
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MAT 200 200 200 0.0 0.0 0.0 //white
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MAT 255 50 50 0.0 0.0 0.0 //red
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@ -14,14 +14,10 @@ struct GPUObject {
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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float radius; // 4
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int mat_index; // 4
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int type; // 4
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vec3 cube_size() { return (vertex1); }
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int portal_index() { return (int(radius)); }
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};
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struct GPUMaterial
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@ -34,6 +30,14 @@ struct GPUMaterial
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int texture_index; // 4
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};
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struct GPUCamera
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{
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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@ -44,10 +48,13 @@ layout(std430, binding = 2) buffer MaterialBuffer
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GPUMaterial materials[];
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};
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layout(std140) uniform CameraData
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{
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GPUCamera camera;
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};
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uniform int u_objectsNum;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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uniform int u_frameCount;
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uniform float u_time;
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@ -76,7 +83,7 @@ Ray portalRay(Ray ray, hitInfo hit)
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vec3 relative;
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portal_1 = objects[hit.obj_index];
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portal_2 = objects[portal_1.portal_index()]; // saving memory radius = portal_index
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portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
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relative = hit.position - portal_1.position;
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@ -100,7 +107,7 @@ hitInfo traceRay(Ray ray)
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{
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hitInfo hit;
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for (int p = 0; p < 20; p++) //portals
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for (int p = 0; p < 5; p++) //portals
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{
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hit.t = 1e30;
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hit.obj_index = -1;
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@ -139,7 +146,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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hitInfo hit = traceRay(ray);
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if (hit.obj_index == -1)
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{
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// light += GetEnvironmentLight(ray);
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light += GetEnvironmentLight(ray);
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// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
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break;
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}
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@ -170,21 +177,18 @@ Ray initRay(vec2 uv, inout uint rng_state)
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float fov = 90.0;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 origin = u_cameraPosition;
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vec3 origin = camera.position;
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vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 ray_direction = normalize((inverse(u_viewMatrix) * vec4(view_space_ray, 0.0)).xyz);
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vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
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float focus_distance = 4.5;
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float aperture = 0.1;
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vec3 right = vec3(u_viewMatrix[0][0], u_viewMatrix[1][0], u_viewMatrix[2][0]);
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vec3 up = vec3(u_viewMatrix[0][1], u_viewMatrix[1][1], u_viewMatrix[2][1]);
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vec3 right = vec3(camera.view_matrix[0][0], camera.view_matrix[1][0], camera.view_matrix[2][0]);
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vec3 up = vec3(camera.view_matrix[0][1], camera.view_matrix[1][1], camera.view_matrix[2][1]);
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vec3 focal_point = u_cameraPosition + ray_direction * focus_distance;
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vec3 focal_point = origin + ray_direction * camera.focus_distance;
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float r = sqrt(randomValue(rng_state));
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float theta = 2.0 * M_PI * randomValue(rng_state);
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vec2 lens_point = aperture * r * vec2(cos(theta), sin(theta));
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vec2 lens_point = camera.aperture_size * r * vec2(cos(theta), sin(theta));
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origin += right * lens_point.x + up * lens_point.y;
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ray_direction = normalize(focal_point - origin);
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@ -115,7 +115,7 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 halfSize = obj.cube_size() * 0.5;
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vec3 halfSize = obj.vertex1 * 0.5;
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vec3 rayOriginLocal = ray.origin - obj.position;
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vec3 invDir = 1.0 / ray.direction;
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12
srcs/RT.cpp
12
srcs/RT.cpp
@ -28,6 +28,12 @@ int main(int argc, char **argv)
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO);
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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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@ -56,12 +62,14 @@ int main(int argc, char **argv)
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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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GPUCamera camera_data = scene.getCamera()->getGPUData();
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
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shader.set_int("u_frameCount", window.getFrameCount());
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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_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_mat4("u_viewMatrix", scene.getCamera()->getViewMatrix());
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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@ -95,7 +95,41 @@ glm::vec3 Camera::getPosition()
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return (_position);
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}
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glm::vec2 Camera::getDirection()
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{
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return (glm::vec2(_pitch, _yaw));
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}
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glm::vec2 Camera::getDOV()
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{
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return (glm::vec2(_aperture_size, _focus_distance));
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}
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GPUCamera Camera::getGPUData()
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{
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GPUCamera data;
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data.aperture_size = _aperture_size;
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data.focus_distance = _focus_distance;
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data.camera_position = _position;
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data.view_matrix = getViewMatrix();
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return (data);
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}
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void Camera::setPosition(glm::vec3 position)
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{
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_position = position;
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}
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void Camera::setDirection(float pitch, float yaw)
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{
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_pitch = pitch;
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_yaw = yaw;
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}
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void Camera::setDOV(float aperture, float focus)
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{
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_aperture_size = aperture;
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_focus_distance = focus;
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}
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@ -91,8 +91,8 @@ void Scene::updateGPUData()
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else if (obj->getType() == Object::Type::QUAD)
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{
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auto quad = static_cast<Quad *>(obj);
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gpu_obj.vertex1 = quad->getEdge1();
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gpu_obj.vertex2 = quad->getEdge2();
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gpu_obj.vertex1 = quad->getUp();
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gpu_obj.vertex2 = quad->getRight();
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}
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else if (obj->getType() == Object::Type::TRIANGLE)
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{
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@ -110,8 +110,8 @@ void Scene::updateGPUData()
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else if (obj->getType() == Object::Type::PORTAL)
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{
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auto portal = static_cast<Portal *>(obj);
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gpu_obj.vertex1 = portal->getEdge1();
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gpu_obj.vertex2 = portal->getEdge2();
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gpu_obj.vertex1 = portal->getUp();
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gpu_obj.vertex2 = portal->getRight();
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gpu_obj.normal = portal->getNormal();
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gpu_obj.transform = glm::mat4(portal->getTransform());
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@ -85,12 +85,30 @@ void SceneParser::parseMaterial(std::stringstream &line)
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void SceneParser::parseCamera(std::stringstream &line)
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{
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float x,y,z;
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float x,y,z;
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float yaw, pitch;
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float aperture, focus;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Camera: Missing camera properties");
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if (!(line >> yaw >> pitch))
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{
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yaw = 0;
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pitch = -90;
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}
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if (!(line >> aperture >> focus))
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{
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aperture = 0.0;
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focus = 1.0;
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}
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_scene->getCamera()->setPosition(glm::vec3(x, y, z));
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_scene->getCamera()->setDirection(yaw, pitch);
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_scene->getCamera()->setDOV(aperture, focus);
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_scene->getCamera()->updateCameraVectors();
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}
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bool SceneParser::parseLine(const std::string &line)
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@ -110,6 +110,18 @@ void Window::keyCallback(GLFWwindow *window, int key, int scancode, int action,
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) key; (void) scancode; (void) action; (void) mods;
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if (key == 67 && action == GLFW_PRESS)
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{
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glm::vec3 pos = win->_scene->getCamera()->getPosition();
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glm::vec2 dir = win->_scene->getCamera()->getDirection();
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glm::vec2 dov = win->_scene->getCamera()->getDOV();
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std::cout << "\nCAM\t" << pos.x << " " << pos.y << " " << pos.z << "\t"
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<< dir.x << " " << dir.y << " " << "\t"
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<< dov.x << " " << dov.y << " " << "\t"
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<< std::endl;
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}
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}
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void Window::display()
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