Revert "refactor: 为后续PBR材质贴图等内容修改并重写纹理部分"

This reverts commit 9b63afd9ae.
不想写了年后再说
master
ternaryop8479 2026-02-16 22:12:53 +08:00
parent 9b63afd9ae
commit fab45b52a3
5 changed files with 209 additions and 321 deletions

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@ -1,81 +0,0 @@
#ifndef ARE_INCLUDE_RESOURCE_TEXTURE_ARRAY_H
#define ARE_INCLUDE_RESOURCE_TEXTURE_ARRAY_H
#include "basic/types.h"
#include <string>
namespace are {
/**
* @brief 2D texture array wrapper for PBR textures
*/
class TextureArray {
public:
/**
* @brief Construct texture array
*/
TextureArray();
/**
* @brief Destroy texture array
*/
~TextureArray();
TextureArray(const TextureArray&) = delete;
TextureArray& operator=(const TextureArray&) = delete;
TextureArray(TextureArray&& other) noexcept;
TextureArray& operator=(TextureArray&& other) noexcept;
/**
* @brief Create empty texture array storage
* @param width Layer width
* @param height Layer height
* @param layers Layer count
* @param internal_format OpenGL internal format (e.g. GL_RGBA8, GL_RGBA16F)
* @param srgb True if texture should be treated as sRGB (use GL_SRGB8_ALPHA8)
* @return True on success
*/
bool create(uint width, uint height, uint layers, uint internal_format);
/**
* @brief Upload one layer (expects RGBA8 data)
* @param layer Layer index
* @param data Pixel data pointer
* @param width Data width
* @param height Data height
*/
bool upload_rgba8(uint layer, const void* data, uint width, uint height);
/**
* @brief Bind to texture unit
*/
void bind(uint unit) const;
/**
* @brief Release OpenGL resources
*/
void release();
/**
* @brief Get OpenGL handle
*/
TextureHandle get_handle() const { return handle_; }
uint get_width() const { return width_; }
uint get_height() const { return height_; }
uint get_layers() const { return layers_; }
bool is_valid() const { return handle_ != INVALID_HANDLE; }
private:
TextureHandle handle_;
uint width_;
uint height_;
uint layers_;
uint internal_format_;
};
} // namespace are
#endif // ARE_INCLUDE_RESOURCE_TEXTURE_ARRAY_H

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@ -1,48 +0,0 @@
#ifndef ARE_INCLUDE_SCENE_PBR_MATERIAL_GPU_H
#define ARE_INCLUDE_SCENE_PBR_MATERIAL_GPU_H
#include "basic/types.h"
namespace are {
/**
* @brief PBR material feature flags
*/
enum class PbrMaterialFlags : uint {
NONE = 0u,
HAS_BASE_COLOR_TEX = 1u << 0,
HAS_NORMAL_TEX = 1u << 1,
HAS_METAL_ROUGH_TEX = 1u << 2,
HAS_EMISSIVE_TEX = 1u << 3,
DOUBLE_SIDED = 1u << 4,
ALPHA_MASK = 1u << 5,
ALPHA_BLEND = 1u << 6
};
inline PbrMaterialFlags operator|(PbrMaterialFlags a, PbrMaterialFlags b) {
return static_cast<PbrMaterialFlags>(static_cast<uint>(a) | static_cast<uint>(b));
}
inline uint to_uint(PbrMaterialFlags f) {
return static_cast<uint>(f);
}
/**
* @brief GPU-friendly PBR material (std430 aligned by vec4/uvec4)
* @note All fields are designed to be consumed by GLSL std430 without padding issues.
*/
struct PbrMaterialGpu {
Vec4 base_color_factor_; ///< rgb = baseColor, a = alpha
Vec4 emissive_factor_; ///< rgb = emissive, a = unused
Vec4 mr_normal_flags_; ///< x=metallic, y=roughness, z=normal_scale, w=flags (uint bits in float)
// texture layer indices (per texture array). TEX_INVALID if none.
glm::uvec4 tex0_; ///< x=baseColor, y=normal, z=metalRough, w=emissive
glm::uvec4 tex1_; ///< reserved
};
constexpr uint TEX_INVALID = 0xFFFFFFFFu;
} // namespace are
#endif // ARE_INCLUDE_SCENE_PBR_MATERIAL_GPU_H

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@ -6,6 +6,11 @@
#define MAX_FLOAT 3.402823466e38 #define MAX_FLOAT 3.402823466e38
#define RR_THRESHOLD 0.1 #define RR_THRESHOLD 0.1
#define MATERIAL_DIFFUSE 0
#define MATERIAL_METAL 1
#define MATERIAL_DIELECTRIC 2
#define MATERIAL_EMISSIVE 3
#define LIGHT_DIRECTIONAL 0 #define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1 #define LIGHT_POINT 1
#define LIGHT_SPOT 2 #define LIGHT_SPOT 2
@ -25,14 +30,14 @@ layout(binding = 6, r32ui) uniform readonly uimage2D g_material_id;
layout(binding = 3, rgba32f) uniform image2D output_image; layout(binding = 3, rgba32f) uniform image2D output_image;
layout(binding = 4, rgba32f) uniform image2D accumulation_image; layout(binding = 4, rgba32f) uniform image2D accumulation_image;
const uint TEX_INVALID = 4294967295u; struct Material {
vec3 albedo;
struct PbrMaterialGpu { float metallic;
vec4 base_color_factor; // rgb + alpha vec3 emission;
vec4 emissive_factor; // rgb float roughness;
vec4 mr_normal_flags; // x=metallic, y=roughness, z=normal_scale, w=flags (uint bits in float) int type;
uvec4 tex0; // baseColor, normal, metalRough, emissive (layer indices) float ior;
uvec4 tex1; vec2 padding;
}; };
struct Light { struct Light {
@ -82,7 +87,7 @@ struct TriangleGpu {
vec4 uv2; // xy uv2 vec4 uv2; // xy uv2
}; };
layout(std430, binding = 0) readonly buffer MaterialBuffer { PbrMaterialGpu materials[]; }; layout(std430, binding = 0) readonly buffer MaterialBuffer { Material materials[]; };
layout(std430, binding = 1) readonly buffer LightBuffer { Light lights[]; }; layout(std430, binding = 1) readonly buffer LightBuffer { Light lights[]; };
layout(std430, binding = 2) readonly buffer BVHNodeBuffer { BVHNodeGpu bvh_nodes[]; }; layout(std430, binding = 2) readonly buffer BVHNodeBuffer { BVHNodeGpu bvh_nodes[]; };
layout(std430, binding = 3) readonly buffer TriangleBuffer { TriangleGpu bvh_tris[]; }; layout(std430, binding = 3) readonly buffer TriangleBuffer { TriangleGpu bvh_tris[]; };
@ -100,15 +105,32 @@ uniform uint u_bvh_node_count;
// Utility // Utility
// ============================================================================ // ============================================================================
/**
* @brief Check if vector is near zero
*/
bool near_zero(vec3 v) { bool near_zero(vec3 v) {
return (abs(v.x) < EPSILON) && (abs(v.y) < EPSILON) && (abs(v.z) < EPSILON); return (abs(v.x) < EPSILON) && (abs(v.y) < EPSILON) && (abs(v.z) < EPSILON);
} }
/**
* @brief Reflect vector around normal
*/
vec3 reflect_vector(vec3 v, vec3 n) { vec3 reflect_vector(vec3 v, vec3 n) {
return v - 2.0 * dot(v, n) * n; return v - 2.0 * dot(v, n) * n;
} }
/**
* @brief Refract vector through surface
*/
vec3 refract_vector(vec3 uv, vec3 n, float etai_over_etat) {
float cos_theta = min(dot(-uv, n), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta * n);
vec3 r_out_parallel = -sqrt(abs(1.0 - dot(r_out_perp, r_out_perp))) * n;
return r_out_perp + r_out_parallel;
}
uint as_uint(float f) { return floatBitsToUint(f); } uint as_uint(float f) { return floatBitsToUint(f); }
float as_float(uint u) { return uintBitsToFloat(u); }
// ============================================================================ // ============================================================================
// RNG (PCG) // RNG (PCG)
@ -144,8 +166,12 @@ vec3 random_unit_vector(inout uint seed) {
// Camera ray // Camera ray
// ============================================================================ // ============================================================================
Ray generate_camera_ray_center(ivec2 pixel_coords, ivec2 image_size) { /**
vec2 uv = (vec2(pixel_coords) + vec2(0.5)) / vec2(image_size); * @brief Generate primary ray in world space
*/
Ray generate_camera_ray(ivec2 pixel_coords, ivec2 image_size, inout uint seed) {
vec2 jitter = vec2(random_float(seed), random_float(seed));
vec2 uv = (vec2(pixel_coords) + jitter) / vec2(image_size);
vec2 ndc = uv * 2.0 - 1.0; vec2 ndc = uv * 2.0 - 1.0;
vec4 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0); vec4 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0);
@ -163,6 +189,9 @@ Ray generate_camera_ray_center(ivec2 pixel_coords, ivec2 image_size) {
// Intersection // Intersection
// ============================================================================ // ============================================================================
/**
* @brief Ray-AABB intersection
*/
bool intersect_aabb(Ray ray, vec3 aabb_min, vec3 aabb_max, float t_max) { bool intersect_aabb(Ray ray, vec3 aabb_min, vec3 aabb_max, float t_max) {
vec3 inv_d = 1.0 / ray.direction; vec3 inv_d = 1.0 / ray.direction;
vec3 t0 = (aabb_min - ray.origin) * inv_d; vec3 t0 = (aabb_min - ray.origin) * inv_d;
@ -177,6 +206,9 @@ bool intersect_aabb(Ray ray, vec3 aabb_min, vec3 aabb_max, float t_max) {
return (tmax2 >= max(tmin, 0.0)) && (tmin <= t_max); return (tmax2 >= max(tmin, 0.0)) && (tmin <= t_max);
} }
/**
* @brief Moller-Trumbore triangle intersection
*/
bool intersect_triangle(Ray ray, TriangleGpu tri, inout HitInfo hit) { bool intersect_triangle(Ray ray, TriangleGpu tri, inout HitInfo hit) {
vec3 v0 = tri.v0_material.xyz; vec3 v0 = tri.v0_material.xyz;
vec3 v1 = tri.v1.xyz; vec3 v1 = tri.v1.xyz;
@ -219,12 +251,17 @@ bool intersect_triangle(Ray ray, TriangleGpu tri, inout HitInfo hit) {
return true; return true;
} }
/**
* @brief BVH traversal (closest hit)
*/
HitInfo trace_ray_bvh(Ray ray) { HitInfo trace_ray_bvh(Ray ray) {
HitInfo hit; HitInfo hit;
hit.hit = false; hit.hit = false;
hit.t = MAX_FLOAT; hit.t = MAX_FLOAT;
if (!u_use_bvh || u_bvh_node_count == 0u) return hit; if (!u_use_bvh || u_bvh_node_count == 0u) {
return hit;
}
uint stack[64]; uint stack[64];
int sp = 0; int sp = 0;
@ -258,6 +295,9 @@ HitInfo trace_ray_bvh(Ray ray) {
return hit; return hit;
} }
/**
* @brief Any-hit BVH for shadow ray
*/
bool trace_any_bvh(Ray ray, float t_max) { bool trace_any_bvh(Ray ray, float t_max) {
if (!u_use_bvh || u_bvh_node_count == 0u) return false; if (!u_use_bvh || u_bvh_node_count == 0u) return false;
@ -301,6 +341,10 @@ bool trace_any_bvh(Ray ray, float t_max) {
// Primary-ray fast path via G-Buffer // Primary-ray fast path via G-Buffer
// ============================================================================ // ============================================================================
/**
* @brief Read primary hit from G-Buffer if current pixel has geometry
* @note Uses g_position.w as "valid" marker (your gbuffer writes 1.0 on hits, clear is 0).
*/
HitInfo trace_primary_gbuffer(Ray ray, ivec2 pixel_coords) { HitInfo trace_primary_gbuffer(Ray ray, ivec2 pixel_coords) {
HitInfo hit; HitInfo hit;
hit.hit = false; hit.hit = false;
@ -311,47 +355,45 @@ HitInfo trace_primary_gbuffer(Ray ray, ivec2 pixel_coords) {
hit.material_id = 0u; hit.material_id = 0u;
vec4 pos = imageLoad(g_position, pixel_coords); vec4 pos = imageLoad(g_position, pixel_coords);
if (pos.w <= 0.5) return hit; if (pos.w <= 0.5) {
return hit;
}
vec3 p = pos.xyz;
vec3 n = normalize(imageLoad(g_normal, pixel_coords).xyz);
// integer material id
uint mid = imageLoad(g_material_id, pixel_coords).r;
hit.hit = true; hit.hit = true;
hit.position = pos.xyz; hit.position = p;
hit.normal = normalize(imageLoad(g_normal, pixel_coords).xyz); hit.normal = n;
hit.material_id = imageLoad(g_material_id, pixel_coords).r; hit.material_id = mid;
// For RR/any debug usage; path tracing uses this as starting point only.
hit.t = length(p - ray.origin);
// Only for traversal cutoff, keep consistent
hit.t = length(hit.position - ray.origin);
return hit; return hit;
} }
// ============================================================================ // ============================================================================
// Material fetch // Material + scattering
// ============================================================================ // ============================================================================
PbrMaterialGpu fetch_material(uint material_id) { vec3 fresnel_schlick(float cos_theta, vec3 f0) {
uint cnt = uint(materials.length()); return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);
if (material_id < cnt) return materials[material_id];
PbrMaterialGpu m;
m.base_color_factor = vec4(0.5, 0.5, 0.5, 1.0);
m.emissive_factor = vec4(0.0);
m.mr_normal_flags = vec4(0.0, 0.5, 1.0, uintBitsToFloat(0u));
m.tex0 = uvec4(TEX_INVALID);
m.tex1 = uvec4(TEX_INVALID);
return m;
} }
vec3 environment_color(vec3 dir) { float fresnel_dielectric(float cos_theta, float ior) {
return vec3(0.1, 0.1, 0.15); float r0 = (1.0 - ior) / (1.0 + ior);
r0 = r0 * r0;
return r0 + (1.0 - r0) * pow(1.0 - cos_theta, 5.0);
} }
// ============================================================================ ScatterResult scatter_diffuse(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
// Scattering (temporary, PBR v1 will be GGX sampling later)
// ============================================================================
ScatterResult scatter_diffuse(Ray ray_in, HitInfo hit, PbrMaterialGpu mat, inout uint seed) {
ScatterResult r; ScatterResult r;
r.scattered = true; r.scattered = true;
r.attenuation = mat.base_color_factor.rgb; r.attenuation = mat.albedo;
vec3 dir = hit.normal + random_unit_vector(seed); vec3 dir = hit.normal + random_unit_vector(seed);
if (near_zero(dir)) dir = hit.normal; if (near_zero(dir)) dir = hit.normal;
@ -361,35 +403,61 @@ ScatterResult scatter_diffuse(Ray ray_in, HitInfo hit, PbrMaterialGpu mat, inout
return r; return r;
} }
ScatterResult scatter_metal_like(Ray ray_in, HitInfo hit, PbrMaterialGpu mat, inout uint seed) { ScatterResult scatter_metal(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
ScatterResult r; ScatterResult r;
float roughness = clamp(mat.mr_normal_flags.y, 0.0, 1.0);
vec3 reflected = reflect_vector(normalize(ray_in.direction), hit.normal); vec3 reflected = reflect_vector(normalize(ray_in.direction), hit.normal);
vec3 fuzz = roughness * random_in_unit_sphere(seed); vec3 fuzz = mat.roughness * random_in_unit_sphere(seed);
vec3 dir = reflected + fuzz; vec3 dir = reflected + fuzz;
r.scattered = dot(dir, hit.normal) > 0.0; r.scattered = dot(dir, hit.normal) > 0.0;
r.attenuation = mat.base_color_factor.rgb; r.attenuation = mat.albedo;
r.scattered_ray.origin = hit.position + hit.normal * EPSILON; r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
r.scattered_ray.direction = normalize(dir); r.scattered_ray.direction = normalize(dir);
return r; return r;
} }
ScatterResult scatter_pbr(Ray ray_in, HitInfo hit, PbrMaterialGpu mat, inout uint seed) { ScatterResult scatter_dielectric(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
// Simple blend by metallic (not physically accurate, but compiles & runs) ScatterResult r;
float metallic = clamp(mat.mr_normal_flags.x, 0.0, 1.0); r.scattered = true;
if (random_float(seed) < metallic) { r.attenuation = vec3(1.0);
return scatter_metal_like(ray_in, hit, mat, seed);
vec3 unit_dir = normalize(ray_in.direction);
float cos_theta = min(dot(-unit_dir, hit.normal), 1.0);
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
float refraction_ratio = dot(unit_dir, hit.normal) < 0.0 ? (1.0 / mat.ior) : mat.ior;
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
float reflect_prob = fresnel_dielectric(cos_theta, refraction_ratio);
vec3 dir;
if (cannot_refract || random_float(seed) < reflect_prob) {
dir = reflect_vector(unit_dir, hit.normal);
} else {
dir = refract_vector(unit_dir, hit.normal, refraction_ratio);
} }
return scatter_diffuse(ray_in, hit, mat, seed);
r.scattered_ray.origin = hit.position + dir * EPSILON;
r.scattered_ray.direction = normalize(dir);
return r;
}
ScatterResult scatter_ray(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse(ray_in, hit, mat, seed);
if (mat.type == MATERIAL_METAL) return scatter_metal(ray_in, hit, mat, seed);
if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric(ray_in, hit, mat, seed);
ScatterResult r;
r.scattered = false;
r.attenuation = vec3(0.0);
return r;
} }
// ============================================================================ // ============================================================================
// Direct lighting (simple diffuse only, temporary) // Direct lighting (with shadow ray)
// ============================================================================ // ============================================================================
vec3 eval_direct_lighting(HitInfo hit, PbrMaterialGpu mat, inout uint seed) { vec3 eval_direct_lighting(HitInfo hit, Material mat, inout uint seed) {
if (u_light_count == 0u) return vec3(0.0); if (u_light_count == 0u) return vec3(0.0);
uint light_idx = uint(random_float(seed) * float(u_light_count)) % u_light_count; uint light_idx = uint(random_float(seed) * float(u_light_count)) % u_light_count;
@ -425,7 +493,7 @@ vec3 eval_direct_lighting(HitInfo hit, PbrMaterialGpu mat, inout uint seed) {
if (trace_any_bvh(shadow_ray, t_max)) return vec3(0.0); if (trace_any_bvh(shadow_ray, t_max)) return vec3(0.0);
float pdf_light = 1.0 / float(u_light_count); float pdf_light = 1.0 / float(u_light_count);
vec3 brdf = mat.base_color_factor.rgb * INV_PI; vec3 brdf = mat.albedo * INV_PI;
return brdf * radiance * n_dot_l / max(pdf_light, EPSILON); return brdf * radiance * n_dot_l / max(pdf_light, EPSILON);
} }
@ -433,42 +501,81 @@ vec3 eval_direct_lighting(HitInfo hit, PbrMaterialGpu mat, inout uint seed) {
// Path tracing // Path tracing
// ============================================================================ // ============================================================================
Material fetch_material(uint material_id) {
uint cnt = uint(materials.length());
if (material_id < cnt) return materials[material_id];
Material m;
m.albedo = vec3(0.5);
m.metallic = 0.0;
m.emission = vec3(0.0);
m.roughness = 0.5;
m.type = MATERIAL_DIFFUSE;
m.ior = 1.5;
return m;
}
vec3 environment_color(vec3 dir) {
return vec3(0.1, 0.1, 0.15);
}
Ray generate_camera_ray_center(ivec2 pixel_coords, ivec2 image_size) {
vec2 uv = (vec2(pixel_coords) + vec2(0.5)) / vec2(image_size);
vec2 ndc = uv * 2.0 - 1.0;
vec4 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0);
vec4 p_far = u_inv_view_projection * vec4(ndc, 1.0, 1.0);
vec3 near_ws = p_near.xyz / p_near.w;
vec3 far_ws = p_far.xyz / p_far.w;
Ray r;
r.origin = near_ws;
r.direction = normalize(far_ws - near_ws);
return r;
}
/**
* @brief Trace path with primary-ray G-Buffer acceleration
*/
vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint seed) { vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint seed) {
Ray ray = generate_camera_ray_center(pixel_coords, image_size); Ray ray = generate_camera_ray_center(pixel_coords, image_size);
vec3 radiance = vec3(0.0); vec3 radiance = vec3(0.0);
vec3 throughput = vec3(1.0); vec3 throughput = vec3(1.0);
// Depth 0: try G-Buffer hit first
HitInfo hit0 = trace_primary_gbuffer(ray, pixel_coords); HitInfo hit0 = trace_primary_gbuffer(ray, pixel_coords);
uint depth_start = 0u;
if (hit0.hit) { if (hit0.hit) {
PbrMaterialGpu mat0 = fetch_material(hit0.material_id); Material mat0 = fetch_material(hit0.material_id);
radiance += throughput * mat0.emissive_factor.rgb; radiance += throughput * mat0.emission;
if (mat0.type == MATERIAL_DIFFUSE) {
radiance += throughput * eval_direct_lighting(hit0, mat0, seed); radiance += throughput * eval_direct_lighting(hit0, mat0, seed);
}
ScatterResult sc0 = scatter_pbr(ray, hit0, mat0, seed); ScatterResult sc0 = scatter_ray(ray, hit0, mat0, seed);
if (!sc0.scattered) return radiance; if (!sc0.scattered) return radiance;
throughput *= sc0.attenuation; throughput *= sc0.attenuation;
ray = sc0.scattered_ray; ray = sc0.scattered_ray;
depth_start = 1u;
} }
for (uint depth = depth_start; depth < u_max_depth; ++depth) { // Subsequent bounces: BVH
for (uint depth = (hit0.hit ? 1u : 0u); depth < u_max_depth; ++depth) {
HitInfo hit = trace_ray_bvh(ray); HitInfo hit = trace_ray_bvh(ray);
if (!hit.hit) { if (!hit.hit) {
radiance += throughput * environment_color(ray.direction); radiance += throughput * environment_color(ray.direction);
break; break;
} }
PbrMaterialGpu mat = fetch_material(hit.material_id); Material mat = fetch_material(hit.material_id);
radiance += throughput * mat.emissive_factor.rgb; radiance += throughput * mat.emission;
if (mat.type == MATERIAL_DIFFUSE) {
radiance += throughput * eval_direct_lighting(hit, mat, seed); radiance += throughput * eval_direct_lighting(hit, mat, seed);
}
ScatterResult sc = scatter_pbr(ray, hit, mat, seed); ScatterResult sc = scatter_ray(ray, hit, mat, seed);
if (!sc.scattered) break; if (!sc.scattered) break;
throughput *= sc.attenuation; throughput *= sc.attenuation;

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@ -1,5 +1,4 @@
#include "core/raytracer.h" #include "core/raytracer.h"
#include "scene/pbr_material_gpu.h"
#include "basic/constants.h" #include "basic/constants.h"
#include "utils/logger.h" #include "utils/logger.h"
#include <glad/glad.h> #include <glad/glad.h>
@ -245,32 +244,50 @@ void RayTracer::set_config(const RayTracerConfig &config) {
} }
void RayTracer::upload_scene_data_(const Scene &scene) { void RayTracer::upload_scene_data_(const Scene &scene) {
// Upload PBR materials (temporary: texture indices = TEX_INVALID) // Upload materials (on change only)
const auto& materials = scene.get_materials(); const auto &materials = scene.get_materials();
if (!materials.empty()) { if (!materials.empty()) {
std::vector<PbrMaterialGpu> material_data; struct MaterialData {
Vec3 albedo;
float metallic;
Vec3 emission;
float roughness;
int type;
float ior;
Vec2 padding;
};
std::vector<MaterialData> material_data;
material_data.reserve(materials.size()); material_data.reserve(materials.size());
for (const auto& mat : materials) { for (const auto &mat : materials) {
PbrMaterialGpu m{}; MaterialData data {};
m.base_color_factor_ = Vec4(mat->get_albedo(), 1.0f); data.albedo = mat->get_albedo();
m.emissive_factor_ = Vec4(mat->get_emission(), 0.0f); data.metallic = mat->get_metallic();
data.emission = mat->get_emission();
// Pack flags into float bits (w) data.roughness = mat->get_roughness();
uint flags = 0u; data.type = static_cast<int>(mat->get_type());
m.mr_normal_flags_ = Vec4(mat->get_metallic(), mat->get_roughness(), 1.0f, glm::uintBitsToFloat(flags)); data.ior = mat->get_ior();
material_data.push_back(data);
m.tex0_ = glm::uvec4(TEX_INVALID, TEX_INVALID, TEX_INVALID, TEX_INVALID);
m.tex1_ = glm::uvec4(TEX_INVALID, TEX_INVALID, TEX_INVALID, TEX_INVALID);
material_data.push_back(m);
} }
uint h = fnv1a_hash_bytes(material_data.data(), material_data.size() * sizeof(MaterialData));
if (h != materials_hash_) {
materials_hash_ = h;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, material_buffer_); glBindBuffer(GL_SHADER_STORAGE_BUFFER, material_buffer_);
glBufferData(GL_SHADER_STORAGE_BUFFER, glBufferData(GL_SHADER_STORAGE_BUFFER,
material_data.size() * sizeof(PbrMaterialGpu), material_data.size() * sizeof(MaterialData),
material_data.data(), GL_DYNAMIC_DRAW); material_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, material_buffer_); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, material_buffer_);
reset_accumulation(); // materials changed => invalidate accumulation
} else {
// Still ensure bound (in case other code changed bindings)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, material_buffer_);
}
} else {
materials_hash_ = 0u;
} }
// Upload lights (on change only) // Upload lights (on change only)

View File

@ -1,107 +0,0 @@
#include "resource/texture_array.h"
#include "utils/logger.h"
#include <glad/glad.h>
namespace are {
TextureArray::TextureArray()
: handle_(INVALID_HANDLE)
, width_(0)
, height_(0)
, layers_(0)
, internal_format_(0) {
}
TextureArray::~TextureArray() {
release();
}
TextureArray::TextureArray(TextureArray&& other) noexcept
: handle_(other.handle_)
, width_(other.width_)
, height_(other.height_)
, layers_(other.layers_)
, internal_format_(other.internal_format_) {
other.handle_ = INVALID_HANDLE;
other.width_ = 0;
other.height_ = 0;
other.layers_ = 0;
other.internal_format_ = 0;
}
TextureArray& TextureArray::operator=(TextureArray&& other) noexcept {
if (this == &other) return *this;
release();
handle_ = other.handle_;
width_ = other.width_;
height_ = other.height_;
layers_ = other.layers_;
internal_format_ = other.internal_format_;
other.handle_ = INVALID_HANDLE;
other.width_ = 0;
other.height_ = 0;
other.layers_ = 0;
other.internal_format_ = 0;
return *this;
}
bool TextureArray::create(uint width, uint height, uint layers, uint internal_format) {
release();
width_ = width;
height_ = height;
layers_ = layers;
internal_format_ = internal_format;
glGenTextures(1, &handle_);
glBindTexture(GL_TEXTURE_2D_ARRAY, handle_);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, internal_format_, width_, height_, layers_);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
return true;
}
bool TextureArray::upload_rgba8(uint layer, const void* data, uint width, uint height) {
if (!is_valid()) {
ARE_LOG_ERROR("TextureArray upload on invalid handle");
return false;
}
if (layer >= layers_) {
ARE_LOG_ERROR("TextureArray layer out of range");
return false;
}
if (width != width_ || height != height_) {
ARE_LOG_WARN("TextureArray upload size mismatch (resizing not implemented yet)");
return false;
}
glBindTexture(GL_TEXTURE_2D_ARRAY, handle_);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
0, 0, 0, static_cast<int>(layer),
width_, height_, 1,
GL_RGBA, GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
return true;
}
void TextureArray::bind(uint unit) const {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D_ARRAY, handle_);
}
void TextureArray::release() {
if (handle_ != INVALID_HANDLE) {
glDeleteTextures(1, &handle_);
handle_ = INVALID_HANDLE;
}
width_ = height_ = layers_ = 0;
internal_format_ = 0;
}
} // namespace are