Triangle BVH currently broken.

Working on the debug ui for it but it is also broken
main
Brett 2022-11-19 12:54:45 -05:00
parent 023e12073d
commit 40ce59284c
78 changed files with 800 additions and 3895 deletions

Binary file not shown.

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@ -1,52 +1,26 @@
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# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# elif defined(__VXWORKS__)
# define PLATFORM_ID "VxWorks"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#elif defined(__INTEGRITY)
# if defined(INT_178B)
# define PLATFORM_ID "Integrity178"
# else /* regular Integrity */
# define PLATFORM_ID "Integrity"
# endif
# elif defined(_ADI_COMPILER)
# define PLATFORM_ID "ADSP"
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_ARM64EC)
# define ARCHITECTURE_ID "ARM64EC"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM64)
# define ARCHITECTURE_ID "ARM64"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# if defined(__ICCARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__ICCRX__)
# define ARCHITECTURE_ID "RX"
# elif defined(__ICCRH850__)
# define ARCHITECTURE_ID "RH850"
# elif defined(__ICCRL78__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__ICCRISCV__)
# define ARCHITECTURE_ID "RISCV"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# elif defined(__ICC430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__ICCV850__)
# define ARCHITECTURE_ID "V850"
# elif defined(__ICC8051__)
# define ARCHITECTURE_ID "8051"
# elif defined(__ICCSTM8__)
# define ARCHITECTURE_ID "STM8"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__ghs__)
# if defined(__PPC64__)
# define ARCHITECTURE_ID "PPC64"
# elif defined(__ppc__)
# define ARCHITECTURE_ID "PPC"
# elif defined(__ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__x86_64__)
# define ARCHITECTURE_ID "x64"
# elif defined(__i386__)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__TI_COMPILER_VERSION__)
# if defined(__TI_ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__MSP430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__TMS320C28XX__)
# define ARCHITECTURE_ID "TMS320C28x"
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
# define ARCHITECTURE_ID "TMS320C6x"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
# elif defined(__ADSPSHARC__)
# define ARCHITECTURE_ID "SHARC"
# elif defined(__ADSPBLACKFIN__)
# define ARCHITECTURE_ID "Blackfin"
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number. */
#ifdef COMPILER_VERSION
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
/* Construct a string literal encoding the version number components. */
#elif defined(COMPILER_VERSION_MAJOR)
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#elif defined(COMPILER_VERSION_INTERNAL_STR)
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__) && !defined(__clang__)
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
# define C_VERSION "90"
# else
# define C_VERSION
# endif
#elif __STDC_VERSION__ > 201710L
# define C_VERSION "23"
#elif __STDC_VERSION__ >= 201710L
# define C_VERSION "17"
#elif __STDC_VERSION__ >= 201000L
# define C_VERSION "11"
#elif __STDC_VERSION__ >= 199901L
# define C_VERSION "99"
#else
# define C_VERSION "90"
#endif
const char* info_language_standard_default =
"INFO" ":" "standard_default[" C_VERSION "]";
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
#if (defined(__clang__) || defined(__GNUC__) || defined(__xlC__) || \
defined(__TI_COMPILER_VERSION__)) && \
!defined(__STRICT_ANSI__)
"ON"
#else
"OFF"
#endif
"]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef COMPILER_VERSION_INTERNAL
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
require += info_cray[argc];
#endif
require += info_language_standard_default[argc];
require += info_language_extensions_default[argc];
(void)argv;
return require;
}
#endif

View File

@ -1,826 +0,0 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
#if !defined(__has_include)
/* If the compiler does not have __has_include, pretend the answer is
always no. */
# define __has_include(x) 0
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
but no macro is provided for it. */
# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
#endif
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
* VVVV is no smaller than the current year when a version is released.
*/
#if __INTEL_LLVM_COMPILER < 1000000L
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
#else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
#if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
#endif
#if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
#endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__open_xl__) && defined(__clang__)
# define COMPILER_ID "IBMClang"
# define COMPILER_VERSION_MAJOR DEC(__open_xl_version__)
# define COMPILER_VERSION_MINOR DEC(__open_xl_release__)
# define COMPILER_VERSION_PATCH DEC(__open_xl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__open_xl_ptf_fix_level__)
#elif defined(__ibmxl__) && defined(__clang__)
# define COMPILER_ID "XLClang"
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__FUJITSU)
# define COMPILER_ID "Fujitsu"
# if defined(__FCC_version__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# if defined(__fcc_version)
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
# elif defined(__FCC_VERSION)
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
# endif
#elif defined(__ghs__)
# define COMPILER_ID "GHS"
/* __GHS_VERSION_NUMBER = VVVVRP */
# ifdef __GHS_VERSION_NUMBER
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
# endif
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__ARMCC_VERSION) && !defined(__clang__)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#else
/* __ARMCC_VERSION = VRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#endif
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
# define COMPILER_ID "ARMClang"
# define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
#elif defined(__clang__)
# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
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file(WRITE "/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release/${CMAKE_INSTALL_MANIFEST}"
"${CMAKE_INSTALL_MANIFEST_CONTENT}")

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@ -1,23 +0,0 @@
/*
* Created by Brett Terpstra 6920201 on 20/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef CMAKE_CONFIG
// Are we building with debug (engine tools) or release (no engine tools)
/* #undef DEBUG_ENABLED */
#define DEBUG_ENABLED_BOOL false
// are we building with release or debug mode?
/* #undef COMPILER_DEBUG_ENABLED */
#define COMPILER_DEBUG_ENABLED_BOOL false
/* #undef COMPILE_GUI */
/* #undef COMPILE_OPENCL */
#define USE_GLFW
#define USE_OPENMP
/* #undef USE_MPI */
#define CMAKE_CONFIG
#endif

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@ -63,9 +63,10 @@ namespace Raytracing {
AABB aabb;
BVHNode* left;
BVHNode* right;
// debug ints.
int index, hit = 0;
BVHNode(std::vector<BVHObject> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
left(left), right(right) {}
BVHHitData firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max);
left(left), right(right) {index = count++;}
~BVHNode() {
delete (left);
delete (right);
@ -90,8 +91,8 @@ namespace Raytracing {
}
void addObjects(const std::vector<Object*>& objects);
BVHNode* getRoot() {return root;}
std::vector<BVHObject> rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
std::vector<BVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
~BVHTree() {
delete (root);
@ -99,7 +100,8 @@ namespace Raytracing {
};
struct TriangleBVHObject {
Triangle* ptr = nullptr;
Vec4 position;
std::shared_ptr<Triangle> tri;
AABB aabb;
};
@ -108,6 +110,20 @@ namespace Raytracing {
std::vector<TriangleBVHObject> right;
};
inline bool operator==(const TriangleBVHPartitionedSpace& left, const TriangleBVHPartitionedSpace& right) {
if (left.left.size() != right.left.size() || left.right.size() != right.right.size())
return false;
for (int i = 0; i < left.left.size(); i++) {
if (left.left[i].aabb != right.left[i].aabb)
return false;
}
for (int i = 0; i < left.right.size(); i++) {
if (left.right[i].aabb != right.right[i].aabb)
return false;
}
return true;
}
struct TriangleBVHNode {
struct BVHHitData {
TriangleBVHNode* ptr{};
@ -118,7 +134,9 @@ namespace Raytracing {
AABB aabb;
TriangleBVHNode* left;
TriangleBVHNode* right;
// debug ints.
int index, hit = 0;
BVHHitData firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max);
TriangleBVHNode(std::vector<TriangleBVHObject> objs, AABB aabb, TriangleBVHNode* left, TriangleBVHNode* right)
: objs(std::move(objs)), aabb(std::move(aabb)), left(left), right(right) {}
~TriangleBVHNode() {
@ -127,6 +145,32 @@ namespace Raytracing {
}
};
class TriangleBVHTree {
private:
TriangleBVHNode* root = nullptr;
static TriangleBVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<TriangleBVHObject>& objs);
TriangleBVHNode* addObjectsRecursively(const std::vector<TriangleBVHObject>& objects, const TriangleBVHPartitionedSpace& prevSpace);
public:
explicit TriangleBVHTree(const std::vector<TriangleBVHObject>& objectsInWorld) {
addObjects(objectsInWorld);
#ifdef COMPILE_GUI
auto aabbVertexData = Shapes::cubeVertexBuilder{};
if (aabbVAO == nullptr)
aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
#endif
}
void addObjects(const std::vector<TriangleBVHObject>& objects);
TriangleBVHNode* getRoot() {return root;}
std::vector<TriangleBVHObject> rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
std::vector<TriangleBVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
~TriangleBVHTree() {
delete (root);
}
};
}
#endif //STEP_2_BVH_H

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@ -54,7 +54,7 @@
#endif
#include <cmath>
//#include <cmath>
#include "engine/util/std.h"
namespace Raytracing {

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@ -161,7 +161,10 @@ namespace Raytracing {
std::queue<RaycasterImageBounds>* unprocessedQuads = nullptr;
Vec4 raycast(const Ray& ray);
void runRaycastingAlgorithm(RaycasterImageBounds imageBounds, int loopX, int loopY);
void runSTDThread(int threads);
void runOpenMP(int threads);
void runMPI(int threads);
public:
inline void updateRayInfo(int maxBounce, int perPixel){
raysPerPixel = perPixel;

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@ -57,6 +57,11 @@ namespace Raytracing {
[[nodiscard]] Vec4 getBaseColor() const { return baseColor; }
virtual ~Material() = default;
};
struct DebugBVHData {
void* bvhTree;
bool isRegular;
};
class Object {
protected:
@ -72,9 +77,11 @@ namespace Raytracing {
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0;
[[nodiscard]] Material* getMaterial() const { return material; }
virtual AABB& getAABB() { return aabb; }
virtual void setAABB(const AABB& ab) { this->aabb = ab; }
[[nodiscard]] virtual AABB& getAABB() { return aabb; }
// FIXME: Use of void* is inadvisable. Although this is only for debug consider another method.
[[nodiscard]] virtual DebugBVHData getBVHTree(){ return {nullptr, false}; }
[[nodiscard]] Vec4 getPosition() const { return position; }
virtual void setAABB(const AABB& ab) { this->aabb = ab; }
#ifdef COMPILE_GUI
[[nodiscard]] inline VAO* getVAO(){return vao;}
#endif

View File

@ -53,7 +53,7 @@ namespace Raytracing {
};
struct TriangulatedModel {
std::vector<Triangle> triangles;
std::vector<std::shared_ptr<Triangle>> triangles;
AABB aabb;
explicit TriangulatedModel(const ModelData& data);

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@ -11,7 +11,12 @@
#include "engine/util/models.h"
#include "engine/math/bvh.h"
#include "types.h"
#include "graphics/gl/shader.h"
#include <config.h>
#ifdef COMPILE_GUI
#include "graphics/gl/shader.h"
#include "graphics/debug_gui.h"
#endif
#include <utility>
@ -27,31 +32,30 @@ namespace Raytracing {
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
};
class TriangleObject : public Object {
private:
Triangle theTriangle;
public:
TriangleObject(const Vec4& position, Triangle tri, Material* material): Object(material, position),
theTriangle(std::move(tri)) {}
[[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;
std::vector<std::shared_ptr<Triangle>> triangles;
std::unique_ptr<TriangleBVHTree> triangleBVH;
public:
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
TriangulatedModel model {data};
this->triangles = model.triangles;
this->aabb = std::move(model.aabb);
std::vector<TriangleBVHObject> triangulatedObjects;
for (const auto& tri : triangles){
TriangleBVHObject triangleObject;
triangleObject.tri = tri;
triangleObject.aabb = tri->aabb;
triangleObject.position = position;
triangulatedObjects.push_back(triangleObject);
}
triangleBVH = std::make_unique<TriangleBVHTree>(triangulatedObjects);
#ifdef COMPILE_GUI
vao = new VAO(triangles);
#endif
}
[[nodiscard]] virtual DebugBVHData getBVHTree(){return {triangleBVH.get(), false}; }
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
};
@ -93,7 +97,10 @@ namespace Raytracing {
struct WorldConfig {
bool useBVH = true;
bool padding[7];
bool padding[7]{};
Shader& worldShader;
WorldConfig(Shader& shader): worldShader(shader) {}
};
class World {
@ -116,7 +123,11 @@ namespace Raytracing {
void drawBVH(Shader& worldShader) {}
#endif
inline void add(Object* object) { objects.push_back(object); }
inline void add(Object* object) {
objects.push_back(object);
if (object->getBVHTree().bvhTree != nullptr && !object->getBVHTree().isRegular)
new DebugBVH{(TriangleBVHTree*) object->getBVHTree().bvhTree, m_config.worldShader};
}
inline void add(const std::string& materialName, Material* mat) { materials.insert({materialName, mat}); }

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@ -7,7 +7,9 @@
#define STEP_3_DEBUG_GUI_H
#include <functional>
#include <memory>
#include <string>
#include <engine/math/bvh.h>
namespace Raytracing {
class DebugUI {
@ -15,6 +17,28 @@ namespace Raytracing {
static void render(const std::function<void()>& generalTab);
static void registerTab(const std::string& name, const std::function<void()>& tabFunc);
};
class DebugObject {
public:
virtual void render() = 0;
};
class DebugMenus {
public:
static void add(const std::shared_ptr<DebugObject>& object);
static void remove(const std::shared_ptr<DebugObject>& object);
static void render();
};
class DebugBVH : public DebugObject {
private:
BVHTree* m_bvhTree;
TriangleBVHTree* m_triangleBVHTree;
Shader& m_shader;
public:
explicit DebugBVH(BVHTree* bvhTree, Shader& shader);
explicit DebugBVH(TriangleBVHTree* bvhTree, Shader& shader);
void render();
~DebugBVH();
};
}
#endif //STEP_3_DEBUG_GUI_H

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@ -228,6 +228,7 @@ class VAO {
VAO& operator=(VAO&&) noexcept = delete; // Disable Move Assignment
explicit VAO(const std::vector<Raytracing::Triangle>& triangles);
explicit VAO(const std::vector<std::shared_ptr<Raytracing::Triangle>>& triangles);
VAO(const std::vector<float>& verts, const std::vector<float>& uvs, const std::vector<unsigned int>& indices);
VAO(const std::vector<float>& verts, const std::vector<float>& uvs);
@ -236,7 +237,7 @@ class VAO {
// draws as if it where a fullscreen quad (literally used for that)
void draw() const;
// draw as if it's a box that we need to bulk draw.
void draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>& positions);
void draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>& positions) const;
void draw(Raytracing::Shader& shader);
~VAO();
};

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@ -94,6 +94,7 @@ int main(int argc, char** args) {
XWindow* window;
if (parser.hasOption("--gui") || parser.hasOption("-g"))
window = new XWindow(1440, 720);
Shader worldShader("../resources/shaders/world.vs", "../resources/shaders/world.fs");
#endif
@ -105,16 +106,16 @@ int main(int argc, char** args) {
camera.setPosition({6, 5, 6});
camera.lookAt({0, 0, 0});
WorldConfig worldConfig;
WorldConfig worldConfig {worldShader};
worldConfig.useBVH = true;
Raytracing::World world {worldConfig};
Raytracing::OBJLoader loader;
// assumes you are running it from a subdirectory, "build" or "cmake-build-release", etc.
Raytracing::ModelData spider = loader.loadModel(parser.getOptionValue("--resources") + "spider.obj");
Raytracing::ModelData house = loader.loadModel(parser.getOptionValue("--resources") + "house.obj");
Raytracing::ModelData plane = loader.loadModel(parser.getOptionValue("--resources") + "plane.obj");
Raytracing::ModelData spider = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "spider.obj");
Raytracing::ModelData house = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "house.obj");
Raytracing::ModelData plane = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "plane.obj");
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}});
@ -137,7 +138,6 @@ int main(int argc, char** args) {
Raytracing::Raycaster raycaster {camera, image, world, parser};
Texture mainImage(&image);
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, camera};
while (!window->shouldWindowClose()) {
window->beginUpdate();

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@ -8,7 +8,7 @@
namespace Raytracing {
/*
* BVH Node Class
* Triangle BVH Node Class
* -------------------------------------------------------------------------
*/
@ -19,7 +19,7 @@ namespace Raytracing {
* @param max the max t value allowed in intersection
* @return BVHHitData, a structure containing the node, AABB intersection and whether we actually hit anything or not.
*/
BVHNode::BVHHitData BVHNode::firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max) {
TriangleBVHNode::BVHHitData TriangleBVHNode::firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max) {
// first we need to check if the ray actually intersects with this node,
auto ourHitData = aabb.intersects(r, min, max);
// if it doesn't we need to immediately return, which prunes all subtrees to this node.
@ -57,7 +57,7 @@ namespace Raytracing {
/*
* BVH Node Class
* BVH Tree Class
* -------------------------------------------------------------------------
*/
@ -107,19 +107,6 @@ namespace Raytracing {
return space;
}
/**
* Returns the object array from the first bounding tree with objects in it hit by the provided ray.
* @firstHitRayIntersectTraversal for more information.
*/
std::vector<BVHObject> BVHTree::rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
RTAssert(root != nullptr);
auto results = root->firstHitRayIntersectTraversal(ray, min, max);
RTAssert(results.ptr != nullptr);
if (results.hit)
return results.ptr->objs;
else
return {};
}
/**
* Returns all the objects intersected by the provided ray. The returned objects are in no particular order.
* @param ray to use in AABB intersection
@ -203,6 +190,163 @@ namespace Raytracing {
else
return new BVHNode({}, world, left, right);
}
/*
* Triangle BVH Tree Class
* -------------------------------------------------------------------------
*/
/**
* Returns the object array from the first bounding tree with objects in it hit by the provided ray.
* @firstHitRayIntersectTraversal for more information.
*/
std::vector<TriangleBVHObject> TriangleBVHTree::rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
RTAssert(root != nullptr);
auto results = root->firstHitRayIntersectTraversal(ray, min, max);
RTAssert(results.ptr != nullptr);
if (results.hit)
return results.ptr->objs;
else
return {};
}
/**
* Splits the objects into the two distinct spaces provided in the aabbs param based on their intersection
* This is left side based and produces two vectors which are unique.
* @param aabbs the two spaces which to split the objs vector into
* @param objs object vector to be split into aabbs
* @return BVHPartitionedSpace, a structure with two vectors containing the split objects. Is left side based and unique.
*/
TriangleBVHPartitionedSpace TriangleBVHTree::partition(const std::pair<AABB, AABB>& aabbs, const std::vector<TriangleBVHObject>& objs) {
TriangleBVHPartitionedSpace space;
for (const auto& obj: objs) {
// if this object doesn't have an AABB, we cannot use a BVH on it. If this ever fails we have a problem with the implementation.
RTAssert(!obj.aabb.isEmpty());
if (aabbs.first.intersects(obj.aabb))
space.left.push_back(obj);
else if (aabbs.second.intersects(obj.aabb))
space.right.push_back(obj);
}
return space;
}
TriangleBVHNode* TriangleBVHTree::addObjectsRecursively(const std::vector<TriangleBVHObject>& objects, const TriangleBVHPartitionedSpace& prevSpace) {
// create a volume for the entire world.
// yes, we could use a recursion provided AABB, but that wouldn't be minimum, only half. this ensures that we have a minimum AABB.
AABB world;
for (const auto& obj: objects)
world = world.expand(obj.aabb);
// if we have a single object then we can create a leaf.
if ((objects.size() <= 1 && !objects.empty())) {
return new TriangleBVHNode(objects, world, nullptr, nullptr);
} else if (objects.empty()) // should never reach here!!
return nullptr;
// then split and partition the world
auto splitAABBs = world.splitByLongestAxis();
auto partitionedObjs = partition(splitAABBs, objects);
if (prevSpace == partitionedObjs) {
// if we haven't made progress in splitting the world, try inverting the order we add objects first
partitionedObjs = partition({splitAABBs.second, splitAABBs.first}, objects);
// if we fail then try splitting on another axis
if (prevSpace == partitionedObjs) {
// try all axis
for (int i = 0; i < 3; i++){
splitAABBs = world.splitAlongAxis(i == 0 ? X : i == 1 ? Y : Z);
partitionedObjs = partition(splitAABBs, objects);
// and once we have an axis that works we can break.
if (prevSpace != partitionedObjs)
break;
}
}
}
// if we were unable to find a partition that isn't the same as our last, we should create a leaf here
// otherwise we'll get infinite recursion
if (prevSpace == partitionedObjs) {
return new TriangleBVHNode(objects, world, nullptr, nullptr);
}
TriangleBVHNode* left = nullptr;
TriangleBVHNode* right = nullptr;
// don't try to explore nodes which don't have anything in them.
if (!partitionedObjs.left.empty())
left = addObjectsRecursively(partitionedObjs.left, partitionedObjs);
if (!partitionedObjs.right.empty())
right = addObjectsRecursively(partitionedObjs.right, partitionedObjs);
if (left == nullptr && right == nullptr)
return new TriangleBVHNode(objects, world, left, right);
else
return new TriangleBVHNode({}, world, left, right);
}
/**
* Creates a BVH using the supplied vector of objects
* @param objects objects used to generate the BVH
*/
void TriangleBVHTree::addObjects(const std::vector<TriangleBVHObject>& objects) {
if (root != nullptr)
throw std::runtime_error("Triangle BVHTree already exists. What are you trying to do?");
// move all the object's aabb's into world position
std::vector<TriangleBVHObject> objs;
for (const auto& obj: objects) {
// we don't want to store all the AABBs which don't exist
RTAssert(!obj.aabb.isEmpty());
TriangleBVHObject bvhObject;
// returns a copy of the AABB object and assigns it in to the tree storage object
bvhObject.position = obj.position;
bvhObject.aabb = obj.tri->aabb.translate(obj.position);
bvhObject.tri = obj.tri;
objs.push_back(bvhObject);
}
root = addObjectsRecursively(objs, {});
}
/**
* Returns all the objects intersected by the provided ray. The returned objects are in no particular order.
* @param ray to use in AABB intersection
* @param min min t allowed for intersection search
* @param max max t allowed
* @return a unordered array of objects intersected by ray in this BVH.
*/
std::vector<TriangleBVHObject> TriangleBVHTree::rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
std::queue<TriangleBVHNode*> nodes{};
std::vector<TriangleBVHObject> objects;
nodes.push(root);
while (!nodes.empty()) {
auto* node = nodes.front();
auto AABB = node->aabb;
auto nodeHitData = AABB.intersects(ray, min, max);
if (nodeHitData.hit) {
if (node->left != nullptr)
nodes.push(node->left);
if (node->right != nullptr)
nodes.push(node->right);
if (!node->objs.empty()) {
for (const auto& obj: node->objs)
objects.push_back(obj);
}
}
nodes.pop();
}
return objects;
}
}
/**

View File

@ -7,6 +7,15 @@
#include <functional>
#include <utility>
#include <engine/util/debug.h>
#include <config.h>
#ifdef USE_MPI
#include <mpi/mpi.h>
#else
#ifdef USE_OPENMP
#include <omp.h>
#endif
#endif
namespace Raytracing {
@ -119,7 +128,32 @@ namespace Raytracing {
return color;
}
void Raycaster::runRaycastingAlgorithm(RaycasterImageBounds imageBounds, int loopX, int loopY) {
try {
int x = imageBounds.x + loopX;
int y = imageBounds.y + loopY;
Raytracing::Vec4 color;
// TODO: profile for speed;
for (int s = 0; s < raysPerPixel; s++) {
// simulate anti aliasing by generating rays with very slight random directions
color = color + raycast(camera.projectRay(x + rnd.getDouble(), y + rnd.getDouble()));
}
PRECISION_TYPE sf = 1.0 / raysPerPixel;
// apply pixel color with gamma correction
image.setPixelColor(x, y, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
if (RTSignal->haltExecution || RTSignal->haltRaytracing)
return;
while (RTSignal->pauseRaytracing) // sleep for 1/60th of a second, or about 1 frame.
std::this_thread::sleep_for(std::chrono::milliseconds(16));
} catch (std::exception& error) {
flog << "Possibly fatal error in the multithreaded raytracer!\n";
flog << error.what() << "\n";
}
}
void Raycaster::runSTDThread(int threads){
ilog << "Running std::thread\n";
for (int i = 0; i < threads; i++) {
executors.push_back(std::make_unique<std::thread>([this, i, threads]() -> void {
// run through all the quadrants
@ -127,9 +161,8 @@ namespace Raytracing {
str << "Threading of #";
str << (i+1);
profiler::start("Raytracer Results", str.str());
int j = 0;
while (true) {
RaycasterImageBounds imageBoundingData;
while (unprocessedQuads != nullptr) {
RaycasterImageBounds imageBoundingData{};
// get the function for the quadrant
queueSync.lock();
if (unprocessedQuads->empty()) {
@ -142,29 +175,9 @@ namespace Raytracing {
// the run it
for (int kx = 0; kx <= imageBoundingData.width; kx++) {
for (int ky = 0; ky < imageBoundingData.height; ky++) {
try {
int x = imageBoundingData.x + kx;
int y = imageBoundingData.y + ky;
Raytracing::Vec4 color;
// TODO: profile for speed;
for (int s = 0; s < raysPerPixel; s++) {
// simulate anti aliasing by generating rays with very slight random directions
color = color + raycast(camera.projectRay(x + rnd.getDouble(), y + rnd.getDouble()));
}
PRECISION_TYPE sf = 1.0 / raysPerPixel;
// apply pixel color with gamma correction
image.setPixelColor(x, y, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
if (RTSignal->haltExecution || RTSignal->haltRaytracing)
return;
while (RTSignal->pauseRaytracing) // sleep for 1/60th of a second, or about 1 frame.
std::this_thread::sleep_for(std::chrono::milliseconds(16));
} catch (std::exception& error) {
flog << "Possibly fatal error in the multithreaded raytracer!\n";
flog << error.what() << "\n";
}
runRaycastingAlgorithm(imageBoundingData, kx, ky);
}
}
j++;
}
finishedThreads++;
profiler::end("Raytracer Results", str.str());
@ -172,9 +185,58 @@ namespace Raytracing {
}
}
void Raycaster::runOpenMP(int threads){
#ifdef USE_OPENMP
ilog << "Running OpenMP\n";
#pragma omp parallel num_threads(threads+1) default(none) shared(threads)
{
int threadID = omp_get_thread_num();
// an attempt at making the omp command non-blocking.
if (threadID != 0) {
std::stringstream str;
str << "Threading of #";
str << (threadID);
profiler::start("Raytracer Results", str.str());
int j = 0;
// run through all the quadrants
bool running = true;
while (running) {
RaycasterImageBounds imageBoundingData{};
#pragma omp critical
{
if (unprocessedQuads->empty())
running = false;
if (running) {
imageBoundingData = unprocessedQuads->front();
unprocessedQuads->pop();
}
}
if (running) {
for (int kx = 0; kx <= imageBoundingData.width; kx++) {
for (int ky = 0; ky < imageBoundingData.height; ky++) {
runRaycastingAlgorithm(imageBoundingData, kx, ky);
}
}
}
}
#pragma omp critical
finishedThreads++;
profiler::end("Raytracer Results", str.str());
}
}
tlog << "OpenMP finished!\n";
#else
flog << "Not compiled with OpenMP! Unable to run raytracing.\n";
system_threads;
#endif
}
void Raycaster::runMPI(int threads){
ilog << "Running MPI\n";
}
void Raycaster::run(bool multithreaded, int threads) {
if (threads == 0)
threads = system_threads;
threads = (int)system_threads;
// calculate the max divisions we can have per side, then expand by a factor of 4.
// the reason to do this is that some of them will finish far quciker than others. The now free threads can keep working.
// to do it without a queue like this leads to most threads finishing and a single thread being the critical path which isn't optimally efficient.
@ -205,7 +267,15 @@ namespace Raytracing {
}
}
runSTDThread(threads);
#ifdef USE_MPI
runMPI(threads);
#else
#ifdef USE_OPENMP
runOpenMP(threads);
#else
runSTDThread(threads);
#endif
#endif
}
}

View File

@ -16,50 +16,50 @@ Raytracing::ModelData Raytracing::OBJLoader::loadModel(const std::string& file)
std::cout.flush();
// read the entire file into a string
modelSource << modelFile.rdbuf();
modelFile.close();
std::string modelUnprocessedSource = modelSource.str();
auto lines = String::split(modelUnprocessedSource, "\n");
ilog << "Loading of model file " << file << " complete! Now processing " << lines.size() << " lines.\n";
ModelData data;
for (const auto& line : lines){
for (const auto& line: lines) {
auto spaces = String::split(line, " ");
if (line.starts_with("v ")) { // vertex
data.vertices.emplace_back(std::stof(spaces[1]), std::stof(spaces[2]), std::stof(spaces[3]));
} else if (line.starts_with("vt ")){ // uv
} else if (line.starts_with("vt ")) { // uv
data.uvs.emplace_back(std::stof(spaces[1]), std::stof(spaces[2]), 0);
} else if (line.starts_with("vn ")){ // normal
} else if (line.starts_with("vn ")) { // normal
data.normals.emplace_back(std::stof(spaces[1]), std::stof(spaces[2]), std::stof(spaces[3]));
} else if (line.starts_with("f ")){ // face
} else if (line.starts_with("f ")) { // face
// we've reached the faces, we'll need to process them later.
auto t1 = String::split(spaces[1], "/");
auto t2 = String::split(spaces[2], "/");
auto t3 = String::split(spaces[3], "/");
face f {};
face f{};
// obj files are 1 indexed,
// but arrays are 0 indexed,
// must be transformed.
f.v1 = std::stoi(t1[0])-1;
f.v2 = std::stoi(t2[0])-1;
f.v3 = std::stoi(t3[0])-1;
f.uv1 = std::stoi(t1[1])-1;
f.uv2 = std::stoi(t2[1])-1;
f.uv3 = std::stoi(t3[1])-1;
f.n1 = std::stoi(t1[2])-1;
f.n2 = std::stoi(t2[2])-1;
f.n3 = std::stoi(t3[2])-1;
f.v1 = std::stoi(t1[0]) - 1;
f.v2 = std::stoi(t2[0]) - 1;
f.v3 = std::stoi(t3[0]) - 1;
f.uv1 = std::stoi(t1[1]) - 1;
f.uv2 = std::stoi(t2[1]) - 1;
f.uv3 = std::stoi(t3[1]) - 1;
f.n1 = std::stoi(t1[2]) - 1;
f.n2 = std::stoi(t2[2]) - 1;
f.n3 = std::stoi(t3[2]) - 1;
data.faces.push_back(f);
}
}
ilog << "Completed extracting vertex data from model file " << file << "!\n";
return data;
}
@ -72,22 +72,23 @@ Raytracing::TriangulatedModel::TriangulatedModel(const Raytracing::ModelData& da
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]};
auto t = std::make_shared<Triangle>(
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)));
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)));
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};
t->aabb = {tMinX, tMinY, tMinZ, tMaxX, tMaxY, tMaxZ};
// and of course for a model AABB,
minX = std::min(tMinX, minX);

View File

@ -179,17 +179,16 @@ namespace Raytracing {
return {false, Vec4(), Vec4(), 0};
}
HitData TriangleObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
return checkIfTriangleGotHit(theTriangle, position, ray, min, max);
}
HitData ModelObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
auto hResult = HitData{false, Vec4(), Vec4(), max};
auto tris = triangleBVH->rayAnyHitIntersect(ray, min, max);
// must check through all the triangles in the object
// respecting depth along the way
// but reducing the max it can reach my the last longest vector length.
for (const Triangle& t : triangles) {
auto cResult = checkIfTriangleGotHit(t, position, ray, min, hResult.length);
for (const auto& t : tris) {
auto cResult = checkIfTriangleGotHit(*t.tri, position, ray, min, hResult.length);
if (cResult.hit)
hResult = cResult;
}

View File

@ -6,6 +6,8 @@
#include <engine/util/std.h>
#include <graphics/imgui/imgui.h>
#include <utility>
// this file is only included if the compile gui setting is enabled in CMake
namespace Raytracing {
@ -38,4 +40,248 @@ namespace Raytracing {
void DebugUI::registerTab(const std::string& name, const std::function<void()>& tabFunc) {
tabs.emplace_back(name, tabFunc);
}
std::vector<std::shared_ptr<DebugObject>> objects;
void DebugMenus::render() {
for (const auto& obj : objects)
obj->render();
}
void DebugMenus::add(const std::shared_ptr<DebugObject>& object) {
objects.push_back(object);
}
void DebugMenus::remove(const std::shared_ptr<DebugObject>& object) {
objects.erase(std::remove_if(objects.begin(), objects.end(), [&](const auto& item) -> bool {
return item.get() == object.get();
}), objects.end());
}
DebugBVH::DebugBVH(BVHTree* bvhTree, Shader& shader): m_bvhTree(bvhTree), m_shader(shader) {
DebugMenus::add(std::shared_ptr<DebugObject>(this));
}
DebugBVH::DebugBVH(TriangleBVHTree* bvhTree, Shader& shader): m_triangleBVHTree(bvhTree), m_shader(shader) {
DebugMenus::add(std::shared_ptr<DebugObject>(this));
}
static Raytracing::Mat4x4 getTransform(const AABB& _aabb) {
Raytracing::Mat4x4 transform{};
auto center = _aabb.getCenter();
transform.translate(center);
auto xRadius = _aabb.getXRadius(center) * 2;
auto yRadius = _aabb.getYRadius(center) * 2;
auto zRadius = _aabb.getZRadius(center) * 2;
transform.scale(float(xRadius), float(yRadius), float(zRadius));
return transform;
}
void draw(Shader& worldShader, BVHNode* node) {
worldShader.setVec3("color", {1.0, 1.0, 1.0});
aabbVAO->bind();
if (selected == node->index) {
if (selected == node->index && ImGui::BeginListBox("", ImVec2(250, 350))) {
std::stringstream strs;
strs << node->aabb;
ImGui::Text("%s", strs.str().c_str());
for (const auto& item: node->objs) {
auto pos = item.ptr->getPosition();
std::stringstream stm;
stm << item.aabb;
ImGui::Text("%s,\n\t%s", (std::to_string(pos.x()) + " " + std::to_string(pos.y()) + " " + std::to_string(pos.z())).c_str(),
stm.str().c_str());
}
ImGui::EndListBox();
}
for (const auto& obj: node->objs) {
auto transform = getTransform(obj.aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
auto transform = getTransform(node->aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
/*auto splitAABBs = aabb.splitByLongestAxis();
transform = getTransform(splitAABBs.second);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
transform = getTransform(splitAABBs.first);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);*/
}
if (node->hit){
if (node->hit == 1)
worldShader.setVec3("color", {0.0, 0.0, 1.0});
else if (node->hit == 2)
worldShader.setVec3("color", {0.0, 1.0, 0.0});
else
worldShader.setVec3("color", {1.0, 0.5, 0.5});
auto transform = getTransform(node->aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
}
void gui(BVHNode* node) {
int c1 = -1;
int c2 = -1;
if (node->left != nullptr)
c1 = node->left->index;
if (node->right != nullptr)
c2 = node->right->index;
std::string t;
if (c1 == -1 && c2 == -1)
t = " LEAF";
else
t = " L: " + std::to_string(c1) + " R: " + std::to_string(c2);
if (ImGui::Selectable(("S: " + std::to_string(node->objs.size()) + " I: " + std::to_string(node->index) + t).c_str(), selected == node->index))
selected = node->index;
}
void drawNodesRecur(Shader& worldShader, BVHNode* node) {
draw(worldShader, node);
if (node->left != nullptr)
drawNodesRecur(worldShader, node->left);
if (node->right != nullptr)
drawNodesRecur(worldShader, node->right);
}
void guiNodesRecur(BVHNode* node) {
gui(node);
if (node->left != nullptr)
guiNodesRecur(node->left);
if (node->right != nullptr)
guiNodesRecur(node->right);
}
void draw(Shader& worldShader, TriangleBVHNode* node) {
worldShader.setVec3("color", {1.0, 1.0, 1.0});
aabbVAO->bind();
if (selected == node->index) {
if (selected == node->index && ImGui::BeginListBox("", ImVec2(250, 350))) {
std::stringstream strs;
strs << node->aabb;
ImGui::Text("%s", strs.str().c_str());
for (const auto& item: node->objs) {
auto pos = item.position;
std::stringstream stm;
stm << item.aabb;
ImGui::Text("%s,\n\t%s", (std::to_string(pos.x()) + " " + std::to_string(pos.y()) + " " + std::to_string(pos.z())).c_str(),
stm.str().c_str());
}
ImGui::EndListBox();
}
for (const auto& obj: node->objs) {
auto transform = getTransform(obj.aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
auto transform = getTransform(node->aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
/*auto splitAABBs = aabb.splitByLongestAxis();
transform = getTransform(splitAABBs.second);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
transform = getTransform(splitAABBs.first);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);*/
}
if (node->hit){
if (node->hit == 1)
worldShader.setVec3("color", {0.0, 0.0, 1.0});
else if (node->hit == 2)
worldShader.setVec3("color", {0.0, 1.0, 0.0});
else
worldShader.setVec3("color", {1.0, 0.5, 0.5});
auto transform = getTransform(node->aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
}
void gui(TriangleBVHNode* node) {
int c1 = -1;
int c2 = -1;
if (node->left != nullptr)
c1 = node->left->index;
if (node->right != nullptr)
c2 = node->right->index;
std::string t;
if (c1 == -1 && c2 == -1)
t = " LEAF";
else
t = " L: " + std::to_string(c1) + " R: " + std::to_string(c2);
if (ImGui::Selectable(("S: " + std::to_string(node->objs.size()) + " I: " + std::to_string(node->index) + t).c_str(), selected == node->index))
selected = node->index;
}
void drawNodesRecur(Shader& worldShader, TriangleBVHNode* node) {
draw(worldShader, node);
if (node->left != nullptr)
drawNodesRecur(worldShader, node->left);
if (node->right != nullptr)
drawNodesRecur(worldShader, node->right);
}
void guiNodesRecur(TriangleBVHNode* node) {
gui(node);
if (node->left != nullptr)
guiNodesRecur(node->left);
if (node->right != nullptr)
guiNodesRecur(node->right);
}
void DebugBVH::render() {
if (m_bvhTree != nullptr) {
ImGui::Begin(("BVH Data "), nullptr, ImGuiWindowFlags_NoCollapse);
m_shader.use();
m_shader.setInt("useWhite", 1);
m_shader.setVec3("color", {1.0, 1.0, 1.0});
{
ImGui::BeginChild("left pane", ImVec2(180, 0), true);
guiNodesRecur(m_bvhTree->getRoot());
ImGui::EndChild();
}
ImGui::SameLine();
{
ImGui::BeginGroup();
ImGui::BeginChild("item view",
ImVec2(0, -ImGui::GetFrameHeightWithSpacing()),
true,
ImGuiWindowFlags_AlwaysAutoResize); // Leave room for 1 line below us
drawNodesRecur(m_shader, m_bvhTree->getRoot());
ImGui::EndChild();
ImGui::EndGroup();
}
m_shader.setInt("useWhite", 0);
ImGui::End();
}
if (m_triangleBVHTree) {
ImGui::Begin(("TBVH Data "), nullptr, ImGuiWindowFlags_NoCollapse);
m_shader.use();
m_shader.setInt("useWhite", 1);
m_shader.setVec3("color", {1.0, 1.0, 1.0});
{
ImGui::BeginChild("left pane", ImVec2(180, 0), true);
guiNodesRecur(m_triangleBVHTree->getRoot());
ImGui::EndChild();
}
ImGui::SameLine();
{
ImGui::BeginGroup();
ImGui::BeginChild("item view",
ImVec2(0, -ImGui::GetFrameHeightWithSpacing()),
true,
ImGuiWindowFlags_AlwaysAutoResize); // Leave room for 1 line below us
drawNodesRecur(m_shader, m_triangleBVHTree->getRoot());
ImGui::EndChild();
ImGui::EndGroup();
}
m_shader.setInt("useWhite", 0);
ImGui::End();
}
}
DebugBVH::~DebugBVH() {
DebugMenus::remove(std::shared_ptr<DebugObject>(this));
}
}

View File

@ -177,6 +177,59 @@ VAO::VAO(const std::vector<Raytracing::Triangle>& triangles): VaoID(createVAO())
// addInstancedAttribute(6, 4, sizeof(Raytracing::Mat4x4), 48);
unbind();
}
VAO::VAO(const std::vector<std::shared_ptr<Raytracing::Triangle>>& triangles): VaoID(createVAO()) {
this->drawCount = (int)triangles.size() * 3;
glBindVertexArray(VaoID);
// enable the attributes, prevents us from having to do this later.
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
// convert vertex data
std::vector<float> verts;
std::vector<float> uvs;
std::vector<float> normals;
for (const auto& t : triangles){
verts.push_back(float(t->vertex1.x()));
verts.push_back(float(t->vertex1.y()));
verts.push_back(float(t->vertex1.z()));
uvs.push_back(float(t->uv1.x()));
uvs.push_back(float(t->uv1.y()));
normals.push_back(float(t->normal1.x()));
normals.push_back(float(t->normal1.y()));
normals.push_back(float(t->normal1.z()));
verts.push_back(float(t->vertex2.x()));
verts.push_back(float(t->vertex2.y()));
verts.push_back(float(t->vertex2.z()));
uvs.push_back(float(t->uv2.x()));
uvs.push_back(float(t->uv2.y()));
normals.push_back(float(t->normal2.x()));
normals.push_back(float(t->normal2.y()));
normals.push_back(float(t->normal2.z()));
verts.push_back(float(t->vertex3.x()));
verts.push_back(float(t->vertex3.y()));
verts.push_back(float(t->vertex3.z()));
uvs.push_back(float(t->uv3.x()));
uvs.push_back(float(t->uv3.y()));
normals.push_back(float(t->normal3.x()));
normals.push_back(float(t->normal3.y()));
normals.push_back(float(t->normal3.z()));
}
// store vertex data
storeData(0, 3, 3 * sizeof(float), 0, (int)verts.size(), verts.data());
// store texture UV data
storeData(1, 2, 2 * sizeof(float), 0, (int)uvs.size(), uvs.data());
// store normal data
storeData(2, 3, 3 * sizeof(float), 0, (int)normals.size(), normals.data());
unbind();
}
void VAO::bind() const {
glBindVertexArray(VaoID);
}
@ -184,7 +237,7 @@ void VAO::unbind() {
glBindVertexArray(0);
VaoID;
}
void VAO::draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>& positions) {
void VAO::draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>& positions) const {
// this should only update if we are drawing with more positions than we already have allocated.
// createInstanceVBO((int)positions.size(), sizeof(Raytracing::Mat4x4));
// std::vector<Raytracing::Mat4x4> data;

View File

@ -491,7 +491,7 @@ namespace Raytracing {
RTSignal->haltRaytracing = false;
ilog << "Running raycaster!\n";
// we don't actually have to check for --single since it's implied to be default true.
raycaster.run(parser.hasOption("--multi"), std::max(std::stoi(parser.getOptionValue("-t")), std::stoi(parser.getOptionValue("--threads")));
m_raycaster.run(m_parser.hasOption("--multi"), std::max(std::stoi(m_parser.getOptionValue("-t")), std::stoi(m_parser.getOptionValue("--threads"))));
}
if (ImGui::Checkbox("Pause", &RTSignal->pauseRaytracing)){}
if (ImGui::Button("Stop") && started){
@ -507,6 +507,7 @@ namespace Raytracing {
});
if (debug){
DebugMenus::render();
auto projection = m_camera.project();
if (m_window.isMouseGrabbed()) {
yaw += (float) Input::getMouseDelta().x * (1000.0f / ImGui::GetIO().Framerate / 1000.0f) * 3;