Files
RT_GPU/srcs/RT.cpp
2025-01-06 10:54:19 +01:00

81 lines
3.3 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* RT.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* 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", 0);
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
GLuint objectSSBO;
glGenBuffers(1, &objectSSBO);
GLuint materialSSBO;
glGenBuffers(1, &materialSSBO);
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);
GLint max_gpu_size;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
const std::vector<GPUObject> &object_data = scene.getObjectData();
const std::vector<GPUMaterial> &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;
while (!window.shouldClose())
{
glUseProgram(shader.getProgramCompute());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, object_data.size() * sizeof(GPUObject), object_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, material_data.size() * sizeof(GPUMaterial), material_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
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));
shader.set_vec3("u_cameraPosition", scene.getCamera()->getPosition());
shader.set_mat4("u_viewMatrix", scene.getCamera()->getViewMatrix());
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);
}