/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Updated: 2025/01/09 16:17:29 by tomoron ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" int main(int argc, char **argv) { Scene scene; if (argc <= 1 || !scene.parseScene(argv[1])) return (1); Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl"); GLint max_gpu_size; glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size); const std::vector &object_data = scene.getObjectData(); const std::vector &material_data = scene.getMaterialData(); std::cout << "Sending " << object_data.size() << " objects for " << \ object_data.size() * sizeof(GPUObject) + material_data.size() * sizeof(GPUMaterial) \ << " / " << max_gpu_size << " bytes" << std::endl; GLuint objectSSBO; glGenBuffers(1, &objectSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUObject) * object_data.size(), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO); GLuint materialSSBO; glGenBuffers(1, &materialSSBO); glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO); GLuint cameraUBO; glGenBuffers(1, &cameraUBO); glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO); glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO); 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}}}; size_t size = sizeof(vertices) / sizeof(Vertex) / 3; shader.setupVertexBuffer(vertices, size); while (!window.shouldClose()) { glUseProgram(shader.getProgramCompute()); glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO); glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, object_data.size() * sizeof(GPUObject), object_data.data()); glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO); glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data()); GPUCamera camera_data = scene.getCamera()->getGPUData(); glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data); shader.set_int("u_frameCount", window.getFrameCount()); shader.set_int("u_objectsNum", object_data.size()); shader.set_float("u_time", (float)(glfwGetTime())); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shader.getProgram()); shader.drawTriangles(size); std::cout << "\rFrame: " << window.getFrameCount() << " Fps: " << int(window.getFps()) << " " << std::flush; window.display(); window.pollEvents(); } return (0); }