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https://github.com/TheRedShip/RT_GPU.git
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~ | Better camera managment
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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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