BVH Cleanup / Changes.
Working on fixing issues with the BVH implementation. Commiting a working changes version. Code has been cleaned up considerably. A proper code review is nessacary in the near future.main
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After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 573 KiB |
After Width: | Height: | Size: 597 KiB |
After Width: | Height: | Size: 602 KiB |
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@ -1,3 +1,3 @@
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Start testing: Nov 13 03:00 EST
|
||||
Start testing: Nov 13 13:02 EST
|
||||
----------------------------------------------------------
|
||||
End testing: Nov 13 03:00 EST
|
||||
End testing: Nov 13 13:02 EST
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||||
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@ -9,7 +9,7 @@ Size=550,680
|
|||
Collapsed=1
|
||||
|
||||
[Window][Debug Menu]
|
||||
Pos=28,35
|
||||
Pos=26,34
|
||||
Size=339,226
|
||||
Collapsed=0
|
||||
|
||||
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@ -10,19 +10,30 @@
|
|||
#include "engine/types.h"
|
||||
|
||||
#include <utility>
|
||||
#include <cassert>
|
||||
|
||||
// A currently pure header implementation of a BVH. TODO: make source file.
|
||||
// this is also for testing and might not make it into the step 2.
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
struct BVHObject {
|
||||
Object* ptr = nullptr;
|
||||
AABB aabb;
|
||||
};
|
||||
|
||||
struct BVHPartitionedSpace {
|
||||
std::vector<BVHObject> left;
|
||||
std::vector<BVHObject> right;
|
||||
};
|
||||
|
||||
struct BVHNode {
|
||||
public:
|
||||
std::vector<Object*> objs;
|
||||
std::vector<BVHObject> objs;
|
||||
AABB aabb;
|
||||
BVHNode* left;
|
||||
BVHNode* right;
|
||||
BVHNode(std::vector<Object*> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
|
||||
BVHNode(std::vector<BVHObject> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
|
||||
left(left), right(right) {}
|
||||
~BVHNode() {
|
||||
delete (left);
|
||||
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@ -35,42 +46,30 @@ namespace Raytracing {
|
|||
const int MAX_TREE_DEPTH = 50;
|
||||
BVHNode* root = nullptr;
|
||||
|
||||
void del() {
|
||||
// delete copied objects
|
||||
for (auto* obj : root->objs)
|
||||
delete(obj);
|
||||
delete (root);
|
||||
}
|
||||
|
||||
// splits the objs in the vector based on the provided AABBs
|
||||
static std::pair<std::vector<Object*>, std::vector<Object*>>
|
||||
partition(const std::pair<AABB, AABB>& aabbs, const std::vector<Object*>& objs) {
|
||||
std::vector<Object*> a1;
|
||||
std::vector<Object*> a2;
|
||||
for (auto* obj: objs) {
|
||||
static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs) {
|
||||
BVHPartitionedSpace space;
|
||||
for (const auto& obj: objs) {
|
||||
// if this object doesn't have an AABB, we cannot use a BVH on it
|
||||
if (obj->getAABB().isEmpty()) {
|
||||
throw std::runtime_error("Invalid AABB provided to the BVH! (Your implementation is flawed)");
|
||||
// If this ever fails we have a problem with the implementation.
|
||||
assert(obj.aabb.isEmpty());
|
||||
if (obj.aabb.intersects(aabbs.first)) {
|
||||
space.left.push_back(obj);
|
||||
} else if (obj.aabb.intersects(aabbs.second)) {
|
||||
space.right.push_back(obj);
|
||||
}
|
||||
if (obj->getAABB().intersects(aabbs.first)) {
|
||||
a1.push_back(obj);
|
||||
} else if (obj->getAABB().intersects(aabbs.second)) {
|
||||
a2.push_back(obj);
|
||||
}
|
||||
//tlog << "OBJ: " << obj->getAABB() << " " << obj->getAABB().intersects(aabbs.first) << " " << obj->getAABB().intersects(aabbs.second) << " " << objs.size() << "\n";
|
||||
}
|
||||
//tlog << "we split into two of sizes: " << a1.size() << " " << a2.size() << " orig size: " << (a1.size() + a2.size()) << "\n";
|
||||
return {a1, a2};
|
||||
return space;
|
||||
}
|
||||
|
||||
BVHNode* addObjectsRecur(const std::vector<Object*>& objects, unsigned long prevSize) {
|
||||
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, unsigned long prevSize) {
|
||||
//ilog << "size: " << objects.size() << "\n";
|
||||
// prevSize was required to solve some really weird bugs
|
||||
// which are a TODO:
|
||||
if ((objects.size() <= 2 && !objects.empty()) || prevSize == objects.size()) {
|
||||
AABB local;
|
||||
for (const auto& obj: objects)
|
||||
local = local.expand(obj->getAABB());
|
||||
local = local.expand(obj.aabb);
|
||||
return new BVHNode(objects, local, nullptr, nullptr);
|
||||
} else if (objects.empty()) // should never reach here!!
|
||||
return nullptr;
|
||||
|
@ -81,26 +80,24 @@ namespace Raytracing {
|
|||
AABB world;
|
||||
for (const auto& obj: objects) {
|
||||
//tlog << obj->getAABB();
|
||||
world = world.expand(obj->getAABB());
|
||||
world = world.expand(obj.aabb);
|
||||
}
|
||||
//tlog << "\n";
|
||||
// then split and partition the world
|
||||
auto spltAABB = world.splitByLongestAxis();
|
||||
//dlog << "We have " << world << " being split into: \n\t" << spltAABB.first << "\n\t" << spltAABB.second << "\n";
|
||||
auto partitionedObjs = partition(spltAABB, objects);
|
||||
auto splitAABBs = world.splitByLongestAxis();
|
||||
auto partitionedObjs = partition(splitAABBs, objects);
|
||||
|
||||
BVHNode* left = nullptr;
|
||||
BVHNode* right = nullptr;
|
||||
// don't try to explore nodes which don't have anything in them.
|
||||
if (!partitionedObjs.first.empty())
|
||||
left = addObjectsRecur(partitionedObjs.first, objects.size());
|
||||
if (!partitionedObjs.second.empty())
|
||||
right = addObjectsRecur(partitionedObjs.second, objects.size());
|
||||
if (!partitionedObjs.left.empty())
|
||||
left = addObjectsRecur(partitionedObjs.left, objects.size());
|
||||
if (!partitionedObjs.right.empty())
|
||||
right = addObjectsRecur(partitionedObjs.right, objects.size());
|
||||
|
||||
return new BVHNode(objects, world, left, right);
|
||||
}
|
||||
static std::vector<Object*>
|
||||
traverseFindRayIntersection(BVHNode* node, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
static std::vector<BVHObject> traverseFindRayIntersection(BVHNode* node, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
// check for intersections on both sides of the tree
|
||||
if (node->left != nullptr) {
|
||||
if (node->left->aabb.intersects(ray, min, max))
|
||||
|
@ -125,30 +122,32 @@ namespace Raytracing {
|
|||
|
||||
void addObjects(const std::vector<Object*>& objects) {
|
||||
if (root != nullptr)
|
||||
del();
|
||||
throw std::runtime_error("BVHTree already exists. What are you trying to do?");
|
||||
// move all the object's aabb's into world position
|
||||
std::vector<Object*> objs;
|
||||
std::vector<BVHObject> objs;
|
||||
for (auto* obj: objects) {
|
||||
// we don't want to store all the AABBs which don't exist
|
||||
// ie spheres
|
||||
if (obj->getAABB().isEmpty()) {
|
||||
//tlog << "Goodbye\n";
|
||||
noAABBObjects.push_back(obj);
|
||||
continue;
|
||||
}
|
||||
Object* objCopy = obj->clone();
|
||||
objCopy->setAABB(obj->getAABB().translate(obj->getPosition()));
|
||||
objs.push_back(objCopy);
|
||||
BVHObject bvhObject;
|
||||
// returns a copy of the AABB object and assigns it in to the tree storage object
|
||||
bvhObject.aabb = obj->getAABB().translate(obj->getPosition());
|
||||
// which means we don't have to do memory management, since we are using the pointer without ownership or coping now.
|
||||
bvhObject.ptr = obj;
|
||||
objs.push_back(bvhObject);
|
||||
}
|
||||
root = addObjectsRecur(objs, -1);
|
||||
}
|
||||
|
||||
std::vector<Object*> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
return traverseFindRayIntersection(root, ray, min, max);
|
||||
}
|
||||
|
||||
~BVHTree() {
|
||||
del();
|
||||
delete (root);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -14,11 +14,8 @@ namespace Raytracing {
|
|||
protected:
|
||||
Vec4 min;
|
||||
Vec4 max;
|
||||
bool empty = false;
|
||||
public:
|
||||
AABB() {
|
||||
empty = true;
|
||||
};
|
||||
AABB(): min({0,0,0}), max({0,0,0}) {};
|
||||
|
||||
AABB(PRECISION_TYPE minX, PRECISION_TYPE minY, PRECISION_TYPE minZ, PRECISION_TYPE maxX, PRECISION_TYPE maxY, PRECISION_TYPE maxZ):
|
||||
min{minX, minY, minZ}, max{maxX, maxY, maxZ} {
|
||||
|
@ -100,7 +97,9 @@ namespace Raytracing {
|
|||
|
||||
[[nodiscard]] PRECISION_TYPE avgDistanceFromCenter() const;
|
||||
|
||||
[[nodiscard]] inline bool isEmpty() const { return empty; }
|
||||
// Returns true if the min and max are equal, which tells us this AABB wasn't assigned
|
||||
// or was properly created. Either way it isn't responsible to use the AABB in said case.
|
||||
[[nodiscard]] inline bool isEmpty() const { return min == max; }
|
||||
|
||||
[[nodiscard]] Vec4 getMin() const { return min; }
|
||||
|
||||
|
|
|
@ -392,6 +392,10 @@ namespace Raytracing {
|
|||
return out << "Vec4{" << v.x() << ", " << v.y() << ", " << v.z() << ", " << v.w() << "} ";
|
||||
}
|
||||
|
||||
inline bool operator==(const Vec4& left, const Vec4& right) {
|
||||
return left.x() == right.x() && left.y() == right.y() && left.z() == right.z() && left.w() == right.w();
|
||||
}
|
||||
|
||||
class Ray {
|
||||
private:
|
||||
// the starting point for our ray
|
||||
|
|
|
@ -25,6 +25,8 @@
|
|||
#include <algorithm>
|
||||
#include <limits>
|
||||
#include <random>
|
||||
#include <cstdlib>
|
||||
#include <memory>
|
||||
|
||||
/**
|
||||
* defines
|
||||
|
@ -52,6 +54,17 @@ static inline double degreeeToRadian(double deg){
|
|||
}
|
||||
|
||||
namespace Raytracing {
|
||||
class AlignedAllocator {
|
||||
private:
|
||||
public:
|
||||
// not sure if this actually provides a performance benefit. Testing is inconclusive
|
||||
template<typename T>
|
||||
static T* allocateCacheAligned(int number = 1) {
|
||||
void* allocatedSpace = aligned_alloc(64, sizeof(T) * number);
|
||||
return new(allocatedSpace) T[number];
|
||||
}
|
||||
};
|
||||
|
||||
class Random {
|
||||
private:
|
||||
std::random_device rd; // obtain a random number from hardware
|
||||
|
@ -64,6 +77,7 @@ namespace Raytracing {
|
|||
return doubleDistr(gen);
|
||||
}
|
||||
};
|
||||
|
||||
class String {
|
||||
public:
|
||||
static inline std::string toLowerCase(const std::string& s) {
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
#include <utility>
|
||||
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
class SphereObject : public Object {
|
||||
|
@ -114,14 +115,15 @@ namespace Raytracing {
|
|||
* saving on computation
|
||||
*/
|
||||
// TODO: the above todo has been done, now we need to test the performance advantage of the BVH
|
||||
BVHTree* bvhTree = nullptr;
|
||||
std::unique_ptr<BVHTree> bvhObjects;
|
||||
std::unordered_map<std::string, Material*> materials;
|
||||
public:
|
||||
World() = default;
|
||||
World(const World& world) = delete;
|
||||
World(const World&& world) = delete;
|
||||
|
||||
// call this after you've added all the objects to the world. (Called by the raycaster class)
|
||||
// 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
|
||||
void generateBVH();
|
||||
|
||||
inline void add(Object* object) { objects.push_back(object); }
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include <engine/image/image.h>
|
||||
#include <config.h>
|
||||
#include <graphics/gl/shader.h>
|
||||
|
||||
#ifndef USE_GLFW
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GLES3/gl3.h>
|
||||
|
@ -27,9 +28,151 @@
|
|||
extern PFNGLVERTEXARRAYATTRIBBINDINGPROC glVertexArrayAttribBinding;
|
||||
extern PFNGLVERTEXARRAYATTRIBFORMATPROC glVertexArrayAttribFormat;
|
||||
#else
|
||||
|
||||
#include <graphics/gl/glad/gl.h>
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
class Shapes {
|
||||
public:
|
||||
struct cubeVertexBuilder {
|
||||
std::vector<float> cubeVerticesRaw = {
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
};
|
||||
std::vector<float> cubeUVs = {
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f
|
||||
};
|
||||
static cubeVertexBuilder getCubeExtends(float xRadius, float yRadius, float zRadius) {
|
||||
cubeVertexBuilder builder {};
|
||||
builder.cubeVerticesRaw = {
|
||||
-0.5f, -0.5f, -zRadius,
|
||||
0.5f, -0.5f, -zRadius,
|
||||
0.5f, 0.5f, -zRadius,
|
||||
0.5f, 0.5f, -zRadius,
|
||||
-0.5f, 0.5f, -zRadius,
|
||||
-0.5f, -0.5f, -zRadius,
|
||||
|
||||
-0.5f, -0.5f, zRadius,
|
||||
0.5f, -0.5f, zRadius,
|
||||
0.5f, 0.5f, zRadius,
|
||||
0.5f, 0.5f, zRadius,
|
||||
-0.5f, 0.5f, zRadius,
|
||||
-0.5f, -0.5f, zRadius,
|
||||
|
||||
-xRadius, 0.5f, 0.5f,
|
||||
-xRadius, 0.5f, -0.5f,
|
||||
-xRadius, -0.5f, -0.5f,
|
||||
-xRadius, -0.5f, -0.5f,
|
||||
-xRadius, -0.5f, 0.5f,
|
||||
-xRadius, 0.5f, 0.5f,
|
||||
|
||||
xRadius, 0.5f, 0.5f,
|
||||
xRadius, 0.5f, -0.5f,
|
||||
xRadius, -0.5f, -0.5f,
|
||||
xRadius, -0.5f, -0.5f,
|
||||
xRadius, -0.5f, 0.5f,
|
||||
xRadius, 0.5f, 0.5f,
|
||||
|
||||
-0.5f, -yRadius, -0.5f,
|
||||
0.5f, -yRadius, -0.5f,
|
||||
0.5f, -yRadius, 0.5f,
|
||||
0.5f, -yRadius, 0.5f,
|
||||
-0.5f, -yRadius, 0.5f,
|
||||
-0.5f, -yRadius, -0.5f,
|
||||
|
||||
-0.5f, yRadius, -0.5f,
|
||||
0.5f, yRadius, -0.5f,
|
||||
0.5f, yRadius, 0.5f,
|
||||
0.5f, yRadius, 0.5f,
|
||||
-0.5f, yRadius, 0.5f,
|
||||
-0.5f, yRadius, -0.5f,
|
||||
};
|
||||
return builder;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
// since we are doing everything with raytracing
|
||||
// the purpose of these utility classes are purely for debug
|
||||
// such as drawing bounding boxes around a BVH
|
||||
|
|
|
@ -5,11 +5,15 @@ in vec2 outUv;
|
|||
in vec3 outNormal;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform int useWhite;
|
||||
|
||||
const vec3 lightDir = vec3(1.0, 1.0, 1.0);
|
||||
|
||||
void main() {
|
||||
vec4 textureColor = texture(tex, outUv);
|
||||
//FragColor = vec4(textureColor.rgb, 1.0f);
|
||||
if (useWhite == 0)
|
||||
FragColor = vec4(vec3(1.0, 0.0f, 0.0f) * dot(lightDir, outNormal), 1.0f);
|
||||
else
|
||||
FragColor = vec4(1.0);
|
||||
}
|
|
@ -12,7 +12,7 @@ namespace Raytracing {
|
|||
delete (p);
|
||||
for (const auto& p: materials)
|
||||
delete (p.second);
|
||||
//delete(bvhTree);
|
||||
//delete(bvhObjects);
|
||||
}
|
||||
|
||||
HitData SphereObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
|
||||
|
@ -58,25 +58,25 @@ namespace Raytracing {
|
|||
|
||||
std::pair<HitData, Object*> World::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
|
||||
// actually speeds up rendering by about 110,000ms (total across 16 threads)
|
||||
if (bvhTree != nullptr){
|
||||
if (bvhObjects != nullptr){
|
||||
auto hResult = HitData{false, Vec4(), Vec4(), max};
|
||||
Object* objPtr = nullptr;
|
||||
|
||||
auto intersected = bvhTree->rayIntersect(ray, min, max);
|
||||
auto intersected = bvhObjects->rayIntersect(ray, min, max);
|
||||
|
||||
//dlog << "Intersections " << intersected.size() << " " << ray << "\n";
|
||||
|
||||
for (auto* ptr : intersected) {
|
||||
auto cResult = ptr->checkIfHit(ray, min, hResult.length);
|
||||
for (const auto& ptr : intersected) {
|
||||
auto cResult = ptr.ptr->checkIfHit(ray, min, hResult.length);
|
||||
if (cResult.hit) {
|
||||
hResult = cResult;
|
||||
objPtr = ptr;
|
||||
objPtr = ptr.ptr;
|
||||
}
|
||||
}
|
||||
// after we check the BVH, we have to check for other missing objects
|
||||
// since stuff like spheres currently don't have AABB and AABB isn't a requirement
|
||||
// for the object class (to be assigned)
|
||||
for (auto* obj: bvhTree->noAABBObjects) {
|
||||
for (auto* obj: bvhObjects->noAABBObjects) {
|
||||
// check up to the point of the last closest hit,
|
||||
// will give the closest object's hit result
|
||||
auto cResult = obj->checkIfHit(ray, min, hResult.length);
|
||||
|
@ -105,7 +105,7 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
void World::generateBVH() {
|
||||
bvhTree = new BVHTree(objects);
|
||||
bvhObjects = std::make_unique<BVHTree>(objects);
|
||||
}
|
||||
|
||||
ScatterResults DiffuseMaterial::scatter(const Ray& ray, const HitData& hitData) const {
|
||||
|
|
|
@ -14,143 +14,6 @@ extern bool* haltRaytracing;
|
|||
|
||||
namespace Raytracing {
|
||||
|
||||
struct cubeVertexBuilder {
|
||||
std::vector<float> cubeVerticesRaw = {
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
};
|
||||
static cubeVertexBuilder getCubeExtends(float xRadius, float yRadius, float zRadius) {
|
||||
cubeVertexBuilder builder;
|
||||
builder.cubeVerticesRaw = {
|
||||
-0.5f, -0.5f, -zRadius,
|
||||
0.5f, -0.5f, -zRadius,
|
||||
0.5f, 0.5f, -zRadius,
|
||||
0.5f, 0.5f, -zRadius,
|
||||
-0.5f, 0.5f, -zRadius,
|
||||
-0.5f, -0.5f, -zRadius,
|
||||
|
||||
-0.5f, -0.5f, zRadius,
|
||||
0.5f, -0.5f, zRadius,
|
||||
0.5f, 0.5f, zRadius,
|
||||
0.5f, 0.5f, zRadius,
|
||||
-0.5f, 0.5f, zRadius,
|
||||
-0.5f, -0.5f, zRadius,
|
||||
|
||||
-xRadius, 0.5f, 0.5f,
|
||||
-xRadius, 0.5f, -0.5f,
|
||||
-xRadius, -0.5f, -0.5f,
|
||||
-xRadius, -0.5f, -0.5f,
|
||||
-xRadius, -0.5f, 0.5f,
|
||||
-xRadius, 0.5f, 0.5f,
|
||||
|
||||
xRadius, 0.5f, 0.5f,
|
||||
xRadius, 0.5f, -0.5f,
|
||||
xRadius, -0.5f, -0.5f,
|
||||
xRadius, -0.5f, -0.5f,
|
||||
xRadius, -0.5f, 0.5f,
|
||||
xRadius, 0.5f, 0.5f,
|
||||
|
||||
-0.5f, -yRadius, -0.5f,
|
||||
0.5f, -yRadius, -0.5f,
|
||||
0.5f, -yRadius, 0.5f,
|
||||
0.5f, -yRadius, 0.5f,
|
||||
-0.5f, -yRadius, 0.5f,
|
||||
-0.5f, -yRadius, -0.5f,
|
||||
|
||||
-0.5f, yRadius, -0.5f,
|
||||
0.5f, yRadius, -0.5f,
|
||||
0.5f, yRadius, 0.5f,
|
||||
0.5f, yRadius, 0.5f,
|
||||
-0.5f, yRadius, 0.5f,
|
||||
-0.5f, yRadius, -0.5f,
|
||||
};
|
||||
return builder;
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<float> cubeUVs = {
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f
|
||||
};
|
||||
|
||||
const std::vector<float> vertices = {
|
||||
1.0f, 1.0f, 0.0f, // top right
|
||||
1.0f, -1.0f, 0.0f, // bottom right
|
||||
|
|