/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* 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(int argc, char **argv) { Scene scene; if (argc > 1 && !scene.parseScene(argv[1])) return (1); Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 1); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl"); // Material redMaterial = {glm::vec3(1.0f, 0.2f, 0.2f), 1.0, 1.0, 0.0}; // scene.addMaterial(&redMaterial); // for (int i = 0; i < 150; i++) // { // float angle = (2.0f * M_PI * i) / 150.0f; // float x = 30.0f * cos(angle); // float z = 30.0f * sin(angle); // float y = 2.0f * sin(angle * 3.0f); // glm::vec3 position(x, y, z); // float sphereSize = 0.8f + 0.4f * sin(angle * 2.0f); // scene.addObject(new Sphere(position, sphereSize, 0)); // } GLuint objectSSBO; glGenBuffers(1, &objectSSBO); 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()); const std::vector &gpu_data = scene.getGPUData(); // Update SSBO with latest object data glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO); glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO); shader.set_int("u_frameCount", window.getFrameCount()); shader.set_int("u_objectsNum", gpu_data.size()); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position()); shader.set_mat4("u_viewMatrix", scene.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); }