Files
RT_GPU/srcs/RT.cpp
2025-01-17 16:27:39 +01:00

139 lines
5.4 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* RT.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/01/13 17:40:45 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");
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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;
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 lightSSBO;
glGenBuffers(1, &lightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, lightSSBO);
GLuint bvhSSBO;
glGenBuffers(1, &bvhSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getBVH().size() * sizeof(GPUBvh), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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);
GLuint volumeUBO;
glGenBuffers(1, &volumeUBO);
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
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());
std::set<int> gpu_lights = scene.getGPULights();
std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
std::vector<GPUBvh> gpu_bvh = scene.getBVH();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_bvh.size() * sizeof(GPUBvh), gpu_bvh.data());
GPUCamera camera_data = scene.getCamera()->getGPUData();
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
shader.set_int("u_frameCount", window.getFrameCount());
shader.set_int("u_objectsNum", object_data.size());
shader.set_int("u_bvhNum", gpu_bvh.size());
shader.set_int("u_lightsNum", gpu_lights.size());
shader.set_int("u_pixelisation", window.getPixelisation());
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);
window.imGuiNewFrame();
glUseProgram(shader.getProgram());
shader.drawTriangles(size);
window.imGuiRender();
window.display();
window.pollEvents();
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
return (0);
}