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https://github.com/TheRedShip/RT_GPU.git
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~ | Better camera managment
This commit is contained in:
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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