COSC-3P93-Project/Step 3/include/engine/world.h

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/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_WORLD_H
#define STEP_2_WORLD_H
#include "engine/util/std.h"
#include "engine/math/vectors.h"
#include "engine/util/models.h"
#include "engine/math/bvh.h"
#include "types.h"
#include "graphics/gl/shader.h"
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#include <utility>
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namespace Raytracing {
class SphereObject : public Object {
private:
PRECISION_TYPE radius;
public:
SphereObject(const Vec4& position, PRECISION_TYPE radius, Material* material): radius(radius), Object(material, position) {
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//aabb = AABB(position.x(), position.y(), position.z(), radius);
}
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
virtual Object* clone(){
return new SphereObject(position, radius, material);
}
};
class TriangleObject : public Object {
private:
Triangle theTriangle;
public:
TriangleObject(const Vec4& position, Triangle tri, Material* material): Object(material, position),
theTriangle(std::move(tri)) {}
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
virtual Object* clone() {
return new TriangleObject(position, theTriangle, material);
}
};
class ModelObject : public Object {
private:
std::vector<Triangle> triangles;
ModelData& data;
// basically we have to store this crap here because c++ loves to copy stuff
//std::vector<Object*> createdTreeObjects{};
//BVHTree* tree = nullptr;
public:
ModelObject(const Vec4& position, ModelData& data, Material* material): Object(material, position), data(data) {
// since all of this occurs before the main ray tracing algorithm it's fine to do sequentially
triangles = data.toTriangles();
this->aabb = data.aabb;
//createdTreeObjects = Raytracing::ModelData::createBVHTree(triangles, position);
//tree = new BVHTree(createdTreeObjects);
}
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
virtual Object* clone() {
return new ModelObject(position, data, material);
}
virtual ~ModelObject() {
// Disabled for now, causing bugs when on release mode.
//for (auto* p : createdTreeObjects)
// delete(p);
//delete(tree);
}
};
class DiffuseMaterial : public Material {
private:
public:
explicit DiffuseMaterial(const Vec4& scatterColor): Material(scatterColor) {}
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const;
};
class MetalMaterial : public Material {
protected:
static inline Vec4 reflect(const Vec4& incomingVector, const Vec4& normal) {
return incomingVector - 2 * Vec4::dot(incomingVector, normal) * normal;
}
public:
explicit MetalMaterial(const Vec4& metalColor): Material(metalColor) {}
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const;
};
class BrushedMetalMaterial : public MetalMaterial {
private:
PRECISION_TYPE fuzzyness;
public:
explicit BrushedMetalMaterial(const Vec4& metalColor, PRECISION_TYPE fuzzyness): MetalMaterial(metalColor), fuzzyness(fuzzyness) {}
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const;
};
class TexturedMaterial : public Material {
public:
TexturedMaterial(const std::string& file): Material({}) {
}
};
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struct WorldConfig {
bool useBVH = true;
bool padding[7];
};
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class World {
private:
// store all the objects in the world,
std::vector<Object*> objects;
/*TODO: create a kd-tree or bvh version to store the objects
* this way we can easily tell if a ray is near and object or not
* saving on computation
*/
// TODO: the above todo has been done, now we need to test the performance advantage of the BVH
std::unique_ptr<BVHTree> bvhObjects;
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std::unordered_map<std::string, Material*> materials;
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WorldConfig m_config;
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public:
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explicit World(WorldConfig config): m_config(config) {};
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World(const World& world) = delete;
World(const World&& world) = delete;
// Called by the raytracer class after all objects have been added to the world
// this allows us to generate a statically unchanging BVH for easy rendering
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void generateBVH();
#ifdef COMPILE_GUI
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// currently disabled. TODO: BVH renderer class
void drawBVH(Shader& worldShader) {}
#endif
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inline void add(Object* object) { objects.push_back(object); }
inline void addMaterial(const std::string& materialName, Material* mat) { materials.insert({materialName, mat}); }
inline Material* getMaterial(const std::string& materialName) { return materials.at(materialName); }
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[[nodiscard]] inline BVHTree* getBVH() { return bvhObjects.get(); }
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[[nodiscard]] virtual std::pair<HitData, Object*> checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
~World();
};
}
#endif //STEP_2_WORLD_H