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CMakeFiles/cmTC_74747.dir/CMakeCCompilerABI.c.o -lgcc --push-state --as-needed -lgcc_s --pop-state -lc -lgcc --push-state --as-needed -lgcc_s --pop-state /usr/lib/gcc/x86_64-linux-gnu/12/crtendS.o /usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crtn.o] arg [/usr/lib/gcc/x86_64-linux-gnu/12/collect2] ==> ignore arg [-plugin] ==> ignore arg [/usr/lib/gcc/x86_64-linux-gnu/12/liblto_plugin.so] ==> ignore arg [-plugin-opt=/usr/lib/gcc/x86_64-linux-gnu/12/lto-wrapper] ==> ignore - arg [-plugin-opt=-fresolution=/tmp/ccnR8fiB.res] ==> ignore + arg [-plugin-opt=-fresolution=/tmp/ccANljXG.res] ==> ignore arg [-plugin-opt=-pass-through=-lgcc] ==> ignore arg [-plugin-opt=-pass-through=-lgcc_s] ==> ignore arg [-plugin-opt=-pass-through=-lc] ==> ignore @@ -175,7 +175,7 @@ Parsed C implicit link information from above output: arg [/lib64/ld-linux-x86-64.so.2] ==> ignore arg [-pie] ==> ignore arg [-o] ==> ignore - arg [cmTC_623fb] ==> ignore + arg [cmTC_74747] ==> ignore arg [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/Scrt1.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/Scrt1.o] arg [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crti.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/../../../x86_64-linux-gnu/crti.o] arg [/usr/lib/gcc/x86_64-linux-gnu/12/crtbeginS.o] ==> obj [/usr/lib/gcc/x86_64-linux-gnu/12/crtbeginS.o] @@ -187,7 +187,7 @@ Parsed C implicit link information from above output: arg [-L/usr/lib/x86_64-linux-gnu] ==> dir [/usr/lib/x86_64-linux-gnu] arg [-L/usr/lib/../lib] ==> dir [/usr/lib/../lib] arg [-L/usr/lib/gcc/x86_64-linux-gnu/12/../../..] ==> dir [/usr/lib/gcc/x86_64-linux-gnu/12/../../..] - arg [CMakeFiles/cmTC_623fb.dir/CMakeCCompilerABI.c.o] ==> ignore + arg [CMakeFiles/cmTC_74747.dir/CMakeCCompilerABI.c.o] ==> ignore arg [-lgcc] ==> lib [gcc] arg [--push-state] ==> ignore arg [--as-needed] ==> ignore @@ -221,19 +221,19 @@ Parsed C implicit link information from above output: Detecting CXX compiler ABI info compiled with the following output: Change Dir: /home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-debug/CMakeFiles/CMakeTmp -Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja cmTC_39e05 && [1/2] Building CXX object CMakeFiles/cmTC_39e05.dir/CMakeCXXCompilerABI.cpp.o +Run Build Command(s):/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja cmTC_e5e16 && [1/2] Building CXX object CMakeFiles/cmTC_e5e16.dir/CMakeCXXCompilerABI.cpp.o Using built-in specs. 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3/cmake-build-release/CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o index dabb7f2..f479d22 100644 Binary files a/Step 3/cmake-build-release/CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o and b/Step 3/cmake-build-release/CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o differ diff --git a/Step 3/cmake-build-release/Step_3 b/Step 3/cmake-build-release/Step_3 index 3f0d36e..caa2140 100755 Binary files a/Step 3/cmake-build-release/Step_3 and b/Step 3/cmake-build-release/Step_3 differ diff --git a/Step 3/cmake-build-release/Testing/Temporary/LastTest.log b/Step 3/cmake-build-release/Testing/Temporary/LastTest.log index a163711..1da48c1 100644 --- a/Step 3/cmake-build-release/Testing/Temporary/LastTest.log +++ b/Step 3/cmake-build-release/Testing/Temporary/LastTest.log @@ -1,3 +1,3 @@ -Start testing: Nov 16 17:48 EST +Start testing: Nov 17 00:30 EST ---------------------------------------------------------- -End testing: Nov 16 17:48 EST +End testing: Nov 17 00:30 EST diff --git a/Step 3/include/engine/types.h b/Step 3/include/engine/types.h index d4ab26c..eb7c5bb 100644 --- a/Step 3/include/engine/types.h +++ b/Step 3/include/engine/types.h @@ -8,6 +8,12 @@ #include "engine/math/vectors.h" #include "engine/math/colliders.h" +#include + +#ifdef COMPILE_GUI + #include +#endif + #include @@ -36,44 +42,6 @@ namespace Raytracing { // the color of the material Vec4 attenuationColor; }; - - // triangle type for model loading - struct Triangle { - public: - Vec4 vertex1, vertex2, vertex3; - Vec4 normal1, normal2, normal3; - Vec4 uv1, uv2, uv3; - bool hasNormals = false; - AABB aabb; - - Triangle(const Vec4& v1, const Vec4& v2, const Vec4& v3): vertex1(v1), vertex2(v2), vertex3(v3) {} - - Triangle(const Vec4& v1, const Vec4& v2, const Vec4& v3, - const Vec4& n1, const Vec4& n2, const Vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3), - hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {} - - Triangle(const Vec4& v1, const Vec4& v2, const Vec4& v3, - const Vec4& uv1, const Vec4& uv2, const Vec4& uv3, - const Vec4& n1, const Vec4& n2, const Vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3), - uv1(uv1), uv2(uv2), uv3(uv3), - hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {} - - // slow method, not really required as all normals should be equal - [[nodiscard]] Vec4 findClosestNormal(const Vec4& point) const { - // no need to sqrt as exact distance doesn't matter - auto n1Dist = (point - normal1).lengthSquared(); - auto n2Dist = (point - normal2).lengthSquared(); - auto n3Dist = (point - normal3).lengthSquared(); - return (n1Dist < n2Dist && n1Dist < n3Dist) ? normal1 : (n2Dist < n3Dist ? normal2 : normal3); - } - }; - - // face type for model loading - struct face { - int v1, v2, v3; - int uv1, uv2, uv3; - int n1, n2, n3; - }; class Material { protected: @@ -95,32 +63,23 @@ namespace Raytracing { AABB aabb; Vec4 position; Material* material; + #ifdef COMPILE_GUI + VAO* vao = nullptr; + #endif public: Object(Material* material, const Vec4& position): material(material), position(position), aabb({}) {}; // return true if the ray intersects with this object, only between min and max [[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0; [[nodiscard]] Material* getMaterial() const { return material; } - virtual Object* clone() = 0; virtual AABB& getAABB() { return aabb; } virtual void setAABB(const AABB& ab) { this->aabb = ab; } [[nodiscard]] Vec4 getPosition() const { return position; } + #ifdef COMPILE_GUI + [[nodiscard]] inline VAO* getVAO(){return vao;} + #endif virtual ~Object() = default; }; - - // used for using an object, mostly BVH - class EmptyObject : public Object { - protected: - public: - Triangle& tri; - EmptyObject(const Vec4& position, const AABB& a, Triangle& tri): Object(nullptr, position), tri(tri) {this->aabb = a;}; - // unused - [[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const { - wlog << "Warning! A empty object has made its way into the raycaster!\n"; - return {}; - } - virtual Object* clone(){return new EmptyObject(position, aabb, tri);} - }; } #endif //STEP_2_TYPES_H diff --git a/Step 3/include/engine/util/models.h b/Step 3/include/engine/util/models.h index 06a94b1..458cd8d 100644 --- a/Step 3/include/engine/util/models.h +++ b/Step 3/include/engine/util/models.h @@ -6,86 +6,63 @@ #ifndef STEP_2_MODELS_H #define STEP_2_MODELS_H -#include "std.h" +#include "engine/util/std.h" #include "engine/math/vectors.h" #include "engine/math/colliders.h" -#include "engine/math/bvh.h" namespace Raytracing { + + // triangle type for model loading + struct Triangle { + public: + Vec4 vertex1, vertex2, vertex3; + Vec4 normal1, normal2, normal3; + Vec4 uv1, uv2, uv3; + bool hasNormals = false; + AABB aabb; + + Triangle(const Vec4& v1, const Vec4& v2, const Vec4& v3): vertex1(v1), vertex2(v2), vertex3(v3) {} + + Triangle(const Vec4& v1, const Vec4& v2, const Vec4& v3, + const Vec4& n1, const Vec4& n2, const Vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3), + hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {} + + Triangle(const Vec4& v1, const Vec4& v2, const Vec4& v3, + const Vec4& uv1, const Vec4& uv2, const Vec4& uv3, + const Vec4& n1, const Vec4& n2, const Vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3), + uv1(uv1), uv2(uv2), uv3(uv3), + hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {} + }; + + // face type for model loading + struct face { + int v1, v2, v3; + int uv1, uv2, uv3; + int n1, n2, n3; + }; struct ModelData { - public: - // storing all this data is memory inefficient - // since normals and vertices are only vec3s - // and uvs are vec2s - // TODO: create lower order vector classes - std::vector vertices; - std::vector uvs; - std::vector normals; - std::vector faces; - AABB aabb; - - std::vector toTriangles() { - std::vector triangles; - - PRECISION_TYPE minX = infinity, minY = infinity, minZ = infinity, maxX = ninfinity, maxY = ninfinity, maxZ = ninfinity; - - for (face f: faces) { - Triangle t {vertices[f.v1], vertices[f.v2], vertices[f.v3], - uvs[f.uv1], uvs[f.uv2], uvs[f.uv3], - normals[f.n1], normals[f.n2], normals[f.n3]}; - - PRECISION_TYPE tMinX = infinity, tMinY = infinity, tMinZ = infinity, tMaxX = ninfinity, tMaxY = ninfinity, tMaxZ = ninfinity; - // find the min and max of all the triangles - tMinX = std::min(t.vertex1.x(), std::min(t.vertex2.x(), std::min(t.vertex3.x(), tMinX))); - tMinY = std::min(t.vertex1.y(), std::min(t.vertex2.y(), std::min(t.vertex3.y(), tMinY))); - tMinZ = std::min(t.vertex1.z(), std::min(t.vertex2.z(), std::min(t.vertex3.z(), tMinZ))); - - tMaxX = std::max(t.vertex1.x(), std::max(t.vertex2.x(), std::max(t.vertex3.x(), tMaxX))); - tMaxY = std::max(t.vertex1.y(), std::max(t.vertex2.y(), std::max(t.vertex3.y(), tMaxY))); - tMaxZ = std::max(t.vertex1.z(), std::max(t.vertex2.z(), std::max(t.vertex3.z(), tMaxZ))); - - // create a AABB for model local BVH - t.aabb = {tMinX, tMinY, tMinZ, tMaxX, tMaxY, tMaxZ}; - - // and of course for a model AABB, - minX = std::min(tMinX, minX); - minY = std::min(tMinY, minY); - minZ = std::min(tMinZ, minZ); - - maxX = std::max(tMaxX, maxX); - maxY = std::max(tMaxY, maxY); - maxZ = std::max(tMaxZ, maxZ); - - triangles.push_back(t); - } - // to generate a AABB - aabb = {minX, minY, minZ, maxX, maxY, maxZ}; - - return triangles; - } - - // creates a BVH tree and returns the list of objects we created. make sure to delete them. - static std::vector createBVHTree(std::vector& triangles, const Vec4& pos) { - std::vector objects; - for (auto& tri : triangles){ - Object* obj = new EmptyObject(pos, tri.aabb, tri); - objects.push_back(obj); - } - return objects; - } + // storing all this data is memory inefficient + // since normals and vertices are only vec3s + // and uvs are vec2s + // TODO: create lower order vector classes + std::vector vertices; + std::vector uvs; + std::vector normals; + std::vector faces; + }; + + struct TriangulatedModel { + std::vector triangles; + AABB aabb; + + explicit TriangulatedModel(const ModelData& data); }; - class ModelLoader { + class OBJLoader { private: public: - virtual ModelData loadModel(std::string file) = 0; - }; - - class OBJLoader : public ModelLoader { - private: - public: - virtual ModelData loadModel(std::string file); + static ModelData loadModel(const std::string& file); }; } #endif //STEP_2_MODELS_H diff --git a/Step 3/include/engine/world.h b/Step 3/include/engine/world.h index eee0d78..0fe52a6 100644 --- a/Step 3/include/engine/world.h +++ b/Step 3/include/engine/world.h @@ -22,14 +22,9 @@ namespace Raytracing { private: PRECISION_TYPE radius; public: - SphereObject(const Vec4& position, PRECISION_TYPE radius, Material* material): radius(radius), Object(material, position) { - //aabb = AABB(position.x(), position.y(), position.z(), radius); - } + SphereObject(const Vec4& position, PRECISION_TYPE radius, Material* material): radius(radius), Object(material, position) {} [[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 { @@ -47,28 +42,17 @@ namespace Raytracing { class ModelObject : public Object { private: std::vector triangles; - ModelData& data; - // basically we have to store this crap here because c++ loves to copy stuff - //std::vector createdTreeObjects{}; - //BVHTree* tree = nullptr; public: - ModelObject(const Vec4& position, ModelData& data, Material* material): Object(material, position), data(data) { + ModelObject(const Vec4& position, ModelData& data, Material* material): Object(material, position) { // 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); + TriangulatedModel model {data}; + this->triangles = model.triangles; + this->aabb = std::move(model.aabb); + #ifdef COMPILE_GUI + vao = new VAO(triangles); + #endif } [[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 { @@ -102,7 +86,7 @@ namespace Raytracing { class TexturedMaterial : public Material { public: - TexturedMaterial(const std::string& file): Material({}) { + explicit TexturedMaterial(const std::string& file): Material({}) { } }; @@ -116,11 +100,6 @@ namespace Raytracing { private: // store all the objects in the world, std::vector 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 bvhObjects; std::unordered_map materials; WorldConfig m_config; @@ -139,10 +118,11 @@ namespace Raytracing { inline void add(Object* object) { objects.push_back(object); } - inline void addMaterial(const std::string& materialName, Material* mat) { materials.insert({materialName, mat}); } + inline void add(const std::string& materialName, Material* mat) { materials.insert({materialName, mat}); } inline Material* getMaterial(const std::string& materialName) { return materials.at(materialName); } [[nodiscard]] inline BVHTree* getBVH() { return bvhObjects.get(); } + [[nodiscard]] inline std::vector getObjectsInWorld(){return objects; } [[nodiscard]] virtual std::pair checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const; ~World(); diff --git a/Step 3/include/graphics/gl/gl.h b/Step 3/include/graphics/gl/gl.h index 661e1d9..7f51c8d 100644 --- a/Step 3/include/graphics/gl/gl.h +++ b/Step 3/include/graphics/gl/gl.h @@ -8,7 +8,7 @@ #define STEP_3_GL_H #include -#include +#include #include #include #include diff --git a/Step 3/include/graphics/graphics.h b/Step 3/include/graphics/graphics.h index 5c53429..8bc79c8 100644 --- a/Step 3/include/graphics/graphics.h +++ b/Step 3/include/graphics/graphics.h @@ -139,9 +139,6 @@ namespace Raytracing { Shader& m_worldShader; Raycaster& m_raycaster; Parser& m_parser; - VAO* m_spiderVAO; - VAO* m_houseVAO; - VAO* m_planeVAO; Camera& m_camera; public: DisplayRenderer(XWindow& mWindow, @@ -151,12 +148,9 @@ namespace Raytracing { Shader& mWorldShader, Raycaster& mRaycaster, Parser& mParser, - VAO* mSpiderVao, - VAO* mHouseVao, - VAO* mPlaneVao, Camera& mCamera) : m_window(mWindow), m_mainImage(mMainImage), m_imageShader(mImageShader), m_worldShader(mWorldShader), m_raycaster(mRaycaster), - m_parser(mParser), m_spiderVAO(mSpiderVao), m_houseVAO(mHouseVao), m_planeVAO(mPlaneVao), m_camera(mCamera), m_world(world) {} + m_parser(mParser), m_camera(mCamera), m_world(world) {} void draw(); }; } diff --git a/Step 3/src/engine/main.cpp b/Step 3/src/engine/main.cpp index 07fa793..6ce1a2b 100644 --- a/Step 3/src/engine/main.cpp +++ b/Step 3/src/engine/main.cpp @@ -90,6 +90,13 @@ int main(int argc, char** args) { // not perfect (contains duplicates) but good enough. parser.printAllInInfo(); + #ifdef COMPILE_GUI + XWindow* window; + if (parser.hasOption("--gui") || parser.hasOption("-g")) + window = new XWindow(1440, 720); + #endif + + Raytracing::Image image(1440, 720); //Raytracing::Image image(std::stoi(parser.getOptionValue("-w")), std::stoi(parser.getOptionValue("-h"))); @@ -109,24 +116,15 @@ int main(int argc, char** args) { Raytracing::ModelData house = loader.loadModel(parser.getOptionValue("--resources") + "house.obj"); Raytracing::ModelData plane = loader.loadModel(parser.getOptionValue("--resources") + "plane.obj"); - world.addMaterial("greenDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{0, 1.0, 0, 1}}); - world.addMaterial("redDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{1.0, 0, 0, 1}}); - world.addMaterial("blueDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{0, 0, 1.0, 1}}); + world.add("greenDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{0, 1.0, 0, 1}}); + world.add("redDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{1.0, 0, 0, 1}}); + world.add("blueDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{0, 0, 1.0, 1}}); - world.addMaterial("greenMetal", new Raytracing::MetalMaterial{Raytracing::Vec4{0.4, 1.0, 0.4, 1}}); - world.addMaterial("redMetal", new Raytracing::BrushedMetalMaterial{Raytracing::Vec4{1.0, 0.4, 0.4, 1}, 0.6f}); - world.addMaterial("blueMetal", new Raytracing::MetalMaterial{Raytracing::Vec4{0.4, 0.4, 1.0, 1}}); + world.add("greenMetal", new Raytracing::MetalMaterial{Raytracing::Vec4{0.4, 1.0, 0.4, 1}}); + world.add("redMetal", new Raytracing::BrushedMetalMaterial{Raytracing::Vec4{1.0, 0.4, 0.4, 1}, 0.6f}); + world.add("blueMetal", new Raytracing::MetalMaterial{Raytracing::Vec4{0.4, 0.4, 1.0, 1}}); - //world.add(new Raytracing::SphereObject({0,0,-1,0{}, 0.5, world.getMaterial("redDiffuse"))); - //world.add(new Raytracing::SphereObject({-1,0,-1,0}, 0.5, world.getMaterial("blueMetal"))); - //world.add(new Raytracing::SphereObject({1,0,-1,0}, 0.5, world.getMaterial("redMetal"))); world.add(new Raytracing::SphereObject({0, -100.5, -1, 0}, 100, world.getMaterial("greenDiffuse"))); - //world.add(new Raytracing::TriangleObject({0,0.1,-0.5f,0}, {{-0.5, -0.5, 0.0}, {0.5, -0.5, 0.0}, {0.0, 0.5, 0}}, world.getMaterial("greenDiffuse"))); - /*world.add(new Raytracing::ModelObject({0, 1, 0}, spider, world.getMaterial("redDiffuse"))); - world.add(new Raytracing::ModelObject({-5, 0.5, 0}, plane, world.getMaterial("greenMetal"))); - world.add(new Raytracing::ModelObject({5, 1, 0}, house, world.getMaterial("redDiffuse"))); - world.add(new Raytracing::ModelObject({0, 0, -5}, house, world.getMaterial("blueDiffuse"))); - world.add(new Raytracing::ModelObject({0, 0, 5}, house, world.getMaterial("blueDiffuse")));*/ world.add(new Raytracing::ModelObject({0, 1, 0}, spider, world.getMaterial("redDiffuse"))); world.add(new Raytracing::ModelObject({-5, 0.5, 0}, plane, world.getMaterial("greenMetal"))); @@ -136,28 +134,21 @@ int main(int argc, char** args) { if (parser.hasOption("--gui") || parser.hasOption("-g")) { #ifdef COMPILE_GUI - XWindow window(1440, 720); Raytracing::Raycaster raycaster {camera, image, world, parser}; Texture mainImage(&image); - auto spiderVAO = new VAO(spider.toTriangles()); - auto houseVAO = new VAO(house.toTriangles()); - auto planeVAO = new VAO(plane.toTriangles()); Shader shader("../resources/shaders/basic.vs", "../resources/shaders/basic.fs"); Shader worldShader("../resources/shaders/world.vs", "../resources/shaders/world.fs"); - Raytracing::DisplayRenderer renderer {window, mainImage, world, shader, worldShader, raycaster, parser, spiderVAO, houseVAO, planeVAO, camera}; - while (!window.shouldWindowClose()) { - window.beginUpdate(); + Raytracing::DisplayRenderer renderer {*window, mainImage, world, shader, worldShader, raycaster, parser, camera}; + while (!window->shouldWindowClose()) { + window->beginUpdate(); renderer.draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); world.drawBVH(worldShader); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - window.endUpdate(); + window->endUpdate(); } RTSignal->haltExecution= true; raycaster.join(); - delete(spiderVAO); - delete(houseVAO); - delete(planeVAO); #else flog << "Program not compiled with GUI support! Unable to continue!\n"; #endif diff --git a/Step 3/src/engine/util/models.cpp b/Step 3/src/engine/util/models.cpp index 1676fb7..5022bc1 100644 --- a/Step 3/src/engine/util/models.cpp +++ b/Step 3/src/engine/util/models.cpp @@ -6,7 +6,7 @@ #include #include -Raytracing::ModelData Raytracing::OBJLoader::loadModel(std::string file) { +Raytracing::ModelData Raytracing::OBJLoader::loadModel(const std::string& file) { std::ifstream modelFile; modelFile.exceptions(std::ifstream::failbit | std::ifstream::badbit); @@ -63,3 +63,43 @@ Raytracing::ModelData Raytracing::OBJLoader::loadModel(std::string file) { ilog << "Completed extracting vertex data from model file " << file << "!\n"; return data; } +Raytracing::TriangulatedModel::TriangulatedModel(const Raytracing::ModelData& data) { + auto faces = data.faces; + auto vertices = data.vertices; + auto uvs = data.uvs; + auto normals = data.normals; + + PRECISION_TYPE minX = infinity, minY = infinity, minZ = infinity, maxX = ninfinity, maxY = ninfinity, maxZ = ninfinity; + + for (face f: faces) { + Triangle t {vertices[f.v1], vertices[f.v2], vertices[f.v3], + uvs[f.uv1], uvs[f.uv2], uvs[f.uv3], + normals[f.n1], normals[f.n2], normals[f.n3]}; + + PRECISION_TYPE tMinX = infinity, tMinY = infinity, tMinZ = infinity, tMaxX = ninfinity, tMaxY = ninfinity, tMaxZ = ninfinity; + // find the min and max of all the triangles + tMinX = std::min(t.vertex1.x(), std::min(t.vertex2.x(), std::min(t.vertex3.x(), tMinX))); + tMinY = std::min(t.vertex1.y(), std::min(t.vertex2.y(), std::min(t.vertex3.y(), tMinY))); + tMinZ = std::min(t.vertex1.z(), std::min(t.vertex2.z(), std::min(t.vertex3.z(), tMinZ))); + + tMaxX = std::max(t.vertex1.x(), std::max(t.vertex2.x(), std::max(t.vertex3.x(), tMaxX))); + tMaxY = std::max(t.vertex1.y(), std::max(t.vertex2.y(), std::max(t.vertex3.y(), tMaxY))); + tMaxZ = std::max(t.vertex1.z(), std::max(t.vertex2.z(), std::max(t.vertex3.z(), tMaxZ))); + + // create a AABB for model local BVH + t.aabb = {tMinX, tMinY, tMinZ, tMaxX, tMaxY, tMaxZ}; + + // and of course for a model AABB, + minX = std::min(tMinX, minX); + minY = std::min(tMinY, minY); + minZ = std::min(tMinZ, minZ); + + maxX = std::max(tMaxX, maxX); + maxY = std::max(tMaxY, maxY); + maxZ = std::max(tMaxZ, maxZ); + + triangles.push_back(t); + } + // to generate a AABB + aabb = {minX, minY, minZ, maxX, maxY, maxZ}; +} diff --git a/Step 3/src/graphics/graphics.cpp b/Step 3/src/graphics/graphics.cpp index 4b0e799..d1ddd85 100644 --- a/Step 3/src/graphics/graphics.cpp +++ b/Step 3/src/graphics/graphics.cpp @@ -577,12 +577,13 @@ namespace Raytracing { m_worldShader.setMatrix("projectMatrix", projection); m_worldShader.setMatrix("viewMatrix", view); m_worldShader.use(); - m_spiderVAO->bind(); - m_spiderVAO->draw(m_worldShader, {{0, 1, 0}}); - m_houseVAO->bind(); - m_houseVAO->draw(m_worldShader, {{5, 1, 0}, {0, 0, -5}, {0, 0, 5}}); - m_planeVAO->bind(); - m_planeVAO->draw(m_worldShader, {{-5, 0.5, 0}}); + auto objs = m_world.getObjectsInWorld(); + for (auto obj : objs) { + if (obj->getVAO() != nullptr) { + obj->getVAO()->bind(); + obj->getVAO()->draw(m_worldShader, {obj->getPosition()}); + } + } } else { m_imageShader.use(); m_mainImage.updateImage();