/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Updated: 2024/12/23 18:38:38 by ycontre ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" int main(void) { Window window(WIDTH, HEIGHT, "RT_GPU", 0); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl"); 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}} }; shader.attach(); size_t size = sizeof(vertices) / sizeof(Vertex) / 3; shader.setupVertexBuffer(vertices, size); while (!window.shouldClose()) { glUseProgram(shader.getProgramCompute()); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec3("u_cameraPosition", window.getScene()->getCamera()->get_position()); shader.set_mat4("u_viewMatrix", window.getScene()->getCamera()->get_view_matrix()); 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 << "\rFPS: " << int(window.getFps()) << " " << std::flush; window.display(); window.pollEvents(); } return (0); }