24 template <
typename T >
25 struct alignas(8)
gvec2
30 gvec2(
const vec2& v ) : x(v.x), y(v.y) {}
38 template <
typename T >
39 struct alignas(16)
gvec3
44 gvec3(
const vec3& v ) : x(v.x), y(v.y), z(v.z) {}
45 gvec3(
const Point& v ) : x(v.x), y(v.y), z(v.z) {}
46 gvec3(
const Vector& v ) : x(v.x), y(v.y), z(v.z) {}
54 template <
typename T >
55 struct alignas(16)
gvec4
57 alignas(4) T x, y, z, w;
60 gvec4(
const vec4& v ) : x(v.x), y(v.y), z(v.z), w(v.w) {}
73 RT(
const char *filename ) :
AppTime(1024, 640)
80 if(m_mesh.triangle_count() == 0)
84 m_mesh.bounds(pmin, pmax);
85 m_camera.lookat(pmin, pmax);
103 std::vector<triangle> data;
104 data.reserve(m_mesh.triangle_count());
105 for(
int i= 0; i < m_mesh.triangle_count(); i++)
112 glGenBuffers(1, &m_buffer);
113 glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer);
114 glBufferData(GL_SHADER_STORAGE_BUFFER, data.size() *
sizeof(triangle), data.data(), GL_STATIC_READ);
118 glGenTextures(1, &m_texture);
119 glBindTexture(GL_TEXTURE_2D, m_texture);
120 glTexImage2D(GL_TEXTURE_2D, 0,
122 GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
125 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
134 glGenFramebuffers(1, &m_blit_framebuffer);
135 glBindFramebuffer(GL_READ_FRAMEBUFFER, m_blit_framebuffer);
136 glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texture, 0);
138 glReadBuffer(GL_COLOR_ATTACHMENT0);
141 m_program=
read_program(
"gkit2_tutos/M2/raytrace_compute.glsl");
145 glBindFramebuffer(GL_FRAMEBUFFER, 0);
146 glBindTexture(GL_TEXTURE_2D, 0);
153 glDeleteTextures(1, &m_texture);
154 glDeleteBuffers(1, &m_buffer);
155 glDeleteFramebuffers(1, &m_blit_framebuffer);
161 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
163 glClear(GL_COLOR_BUFFER_BIT);
170 m_mesh.bounds(pmin, pmax);
171 m_camera.lookat(pmin, pmax);
176 unsigned int mb= SDL_GetRelativeMouseState(&mx, &my);
177 if(mb & SDL_BUTTON(1))
178 m_camera.rotation(mx, my);
179 else if(mb & SDL_BUTTON(3))
181 else if(mb & SDL_BUTTON(2))
194 glUseProgram(m_program);
197 glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_buffer);
200 glBindImageTexture(0, m_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
202 program_uniform(m_program,
"image", 0);
205 program_uniform(m_program,
"invMatrix", T.
inverse());
215 glDispatchCompute(nx, ny, 1);
218 glMemoryBarrier(GL_ALL_BARRIER_BITS);
222 glBindFramebuffer(GL_READ_FRAMEBUFFER, m_blit_framebuffer);
224 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
228 GL_COLOR_BUFFER_BIT, GL_NEAREST);
237 GLuint m_blit_framebuffer;
244int main(
int argc,
char **argv )
246 const char *filename=
"data/cornell.obj";
AppTime(const int width, const int height, const int major=3, const int minor=3, const int samples=0)
constructeur, dimensions de la fenetre et version d'openGL.
representation d'un objet / maillage.
representation de la camera, type orbiter, placee sur une sphere autour du centre de l'objet.
int window_height()
renvoie la hauteur de la fenetre de l'application.
void clear_key_state(const SDL_Keycode key)
desactive une touche du clavier.
int key_state(const SDL_Keycode key)
renvoie l'etat d'une touche du clavier. cf la doc SDL2 pour les codes.
int window_width()
renvoie la largeur de la fenetre de l'application.
Transform Viewport(const float width, const float height)
renvoie la matrice representant une transformation viewport.
Transform Identity()
construit la transformation identite.
Mesh read_mesh(const char *filename)
charge un fichier wavefront .obj et renvoie un mesh compose de triangles non indexes....
GLuint read_program(const char *filename, const char *definitions)
int program_print_errors(const GLuint program)
affiche les erreurs de compilation.
int release_program(const GLuint program)
detruit les shaders et le program.
representation d'un point 3d.
int init()
a deriver pour creer les objets openGL.
int render()
a deriver pour afficher les objets.
int quit()
a deriver pour detruire les objets openGL.
representation d'un triangle.