/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Updated: 2025/02/06 18:02:18 by ycontre ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" void setupScreenTriangle(GLuint *VAO); void drawScreenTriangle(GLuint VAO, GLuint output_texture, GLuint program); std::vector generateTextures(unsigned int textures_count); std::vector createDataOnGPU(Scene &scene); void updateDataOnGPU(Scene &scene, std::vector buffers); int main(int argc, char **argv) { Arguments args(argc, argv); if (args.error()) return (1); Scene scene(args.getSceneName()); if (scene.fail()) return (1); Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0, args); GLuint VAO; setupScreenTriangle(&VAO); std::vector textures = generateTextures(2); GLuint output_texture = textures[0]; ShaderProgram raytracing_program; Shader compute = Shader(GL_COMPUTE_SHADER, "shaders/compute.glsl"); raytracing_program.attachShader(&compute); raytracing_program.link(); raytracing_program.use(); // raytracing_program.bindImageTexture(output_texture, 0, GL_READ_WRITE, GL_RGBA32F); // raytracing_program.bindImageTexture(textures[1], 1, GL_READ_WRITE, GL_RGBA32F); ShaderProgram render_program; Shader vertex = Shader(GL_VERTEX_SHADER, "shaders/vertex.vert"); Shader frag = Shader(GL_FRAGMENT_SHADER, "shaders/frag.frag"); render_program.attachShader(&vertex); render_program.attachShader(&frag); render_program.link(); std::vector buffers = createDataOnGPU(scene); while (!window.shouldClose()) { window.updateDeltaTime(); glClear(GL_COLOR_BUFFER_BIT); updateDataOnGPU(scene, buffers); raytracing_program.use(); raytracing_program.set_int("u_frameCount", window.getFrameCount()); raytracing_program.set_int("u_objectsNum", scene.getObjectData().size()); raytracing_program.set_int("u_bvhNum", scene.getBvhData().size()); raytracing_program.set_int("u_lightsNum", scene.getGPULights().size()); raytracing_program.set_int("u_pixelisation", window.getPixelisation()); raytracing_program.set_float("u_time", (float)(glfwGetTime())); raytracing_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); raytracing_program.dispathCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); window.imGuiNewFrame(); render_program.use(); drawScreenTriangle(VAO, output_texture, render_program.getProgram()); window.imGuiRender(); window.display(); window.pollEvents(); } ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); return (0); }