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|
||||||
|
[Window][Example: Long text display]
|
||||||
|
Pos=60,60
|
||||||
|
Size=520,600
|
||||||
|
Collapsed=0
|
||||||
|
|
||||||
|
[Table][0xD0F0C6E3,2]
|
||||||
|
Column 0 Weight=1.0000
|
||||||
|
Column 1 Weight=1.0000
|
||||||
|
|
||||||
|
|
|
@ -11,6 +11,7 @@
|
||||||
#include <config.h>
|
#include <config.h>
|
||||||
#ifdef COMPILE_GUI
|
#ifdef COMPILE_GUI
|
||||||
#include <graphics/gl/gl.h>
|
#include <graphics/gl/gl.h>
|
||||||
|
#include <graphics/imgui/imgui.h>
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <utility>
|
#include <utility>
|
||||||
|
@ -21,10 +22,9 @@
|
||||||
namespace Raytracing {
|
namespace Raytracing {
|
||||||
|
|
||||||
#ifdef COMPILE_GUI
|
#ifdef COMPILE_GUI
|
||||||
struct BVHDebugVAO {
|
extern std::shared_ptr<VAO> aabbVAO;
|
||||||
VAO* vaoPtr;
|
extern int count;
|
||||||
Vec4 position;
|
extern int selected;
|
||||||
};
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
struct BVHObject {
|
struct BVHObject {
|
||||||
|
@ -38,13 +38,64 @@ namespace Raytracing {
|
||||||
};
|
};
|
||||||
|
|
||||||
struct BVHNode {
|
struct BVHNode {
|
||||||
|
private:
|
||||||
|
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;
|
||||||
|
}
|
||||||
public:
|
public:
|
||||||
std::vector<BVHObject> objs;
|
std::vector<BVHObject> objs;
|
||||||
AABB aabb;
|
AABB aabb;
|
||||||
BVHNode* left;
|
BVHNode* left;
|
||||||
BVHNode* right;
|
BVHNode* right;
|
||||||
|
int index;
|
||||||
BVHNode(std::vector<BVHObject> 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) {}
|
left(left), right(right) {
|
||||||
|
index = count++;
|
||||||
|
}
|
||||||
|
#ifdef COMPILE_GUI
|
||||||
|
void draw(Shader& worldShader){
|
||||||
|
worldShader.setVec3("color", {1.0, 1.0, 1.0});
|
||||||
|
if (selected == index){
|
||||||
|
worldShader.setVec3("color", {0.0, 0.0, 1.0});
|
||||||
|
if (ImGui::BeginListBox("")){
|
||||||
|
for (const auto& item : objs){
|
||||||
|
auto pos = item.ptr->getPosition();
|
||||||
|
ImGui::Text("%s", (std::to_string(pos.x()) + " " + std::to_string(pos.y()) + " " + std::to_string(pos.z())).c_str());
|
||||||
|
}
|
||||||
|
ImGui::EndListBox();
|
||||||
|
}
|
||||||
|
|
||||||
|
aabbVAO->bind();
|
||||||
|
for (const auto& obj : objs) {
|
||||||
|
auto transform = getTransform(obj.aabb);
|
||||||
|
worldShader.setMatrix("transform", transform);
|
||||||
|
aabbVAO->draw(worldShader);
|
||||||
|
}
|
||||||
|
auto transform = getTransform(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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void gui() const {
|
||||||
|
if (ImGui::Selectable(("S: " + std::to_string(objs.size()) + " I: " + std::to_string(index)).c_str(), selected == index))
|
||||||
|
selected = index;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
~BVHNode() {
|
~BVHNode() {
|
||||||
delete (left);
|
delete (left);
|
||||||
delete (right);
|
delete (right);
|
||||||
|
@ -53,9 +104,6 @@ namespace Raytracing {
|
||||||
|
|
||||||
class BVHTree {
|
class BVHTree {
|
||||||
private:
|
private:
|
||||||
#ifdef COMPILE_GUI
|
|
||||||
std::vector<BVHDebugVAO> aabbVAOs;
|
|
||||||
#endif
|
|
||||||
const int MAX_TREE_DEPTH = 50;
|
const int MAX_TREE_DEPTH = 50;
|
||||||
BVHNode* root = nullptr;
|
BVHNode* root = nullptr;
|
||||||
|
|
||||||
|
@ -66,21 +114,23 @@ namespace Raytracing {
|
||||||
// if this object doesn't have an AABB, we cannot use a BVH on it
|
// 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.
|
// If this ever fails we have a problem with the implementation.
|
||||||
RTAssert(!obj.aabb.isEmpty());
|
RTAssert(!obj.aabb.isEmpty());
|
||||||
if (obj.aabb.intersects(aabbs.first)) {
|
if (aabbs.first.intersects(obj.aabb)) {
|
||||||
space.left.push_back(obj);
|
space.left.push_back(obj);
|
||||||
|
tlog << "left\n";
|
||||||
}
|
}
|
||||||
if (obj.aabb.intersects(aabbs.second)) {
|
if (aabbs.second.intersects(obj.aabb)) {
|
||||||
space.right.push_back(obj);
|
space.right.push_back(obj);
|
||||||
|
tlog << "right\n";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return space;
|
return space;
|
||||||
}
|
}
|
||||||
|
|
||||||
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, unsigned long prevSize) {
|
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, long prevSize) {
|
||||||
//ilog << "size: " << objects.size() << "\n";
|
ilog << "size: " << objects.size() << " " << prevSize << "\n";
|
||||||
// prevSize was required to solve some really weird bugs
|
// prevSize was required to solve some really weird bugs
|
||||||
// which are a TODO:
|
// which are a TODO:
|
||||||
if ((objects.size() <= 2 && !objects.empty()) || prevSize == objects.size()) {
|
if ((objects.size() <= 1 && !objects.empty()) || prevSize == objects.size()) {
|
||||||
AABB local;
|
AABB local;
|
||||||
for (const auto& obj: objects)
|
for (const auto& obj: objects)
|
||||||
local = local.expand(obj.aabb);
|
local = local.expand(obj.aabb);
|
||||||
|
@ -93,21 +143,21 @@ namespace Raytracing {
|
||||||
// this ensures that we have a minimum AABB.
|
// this ensures that we have a minimum AABB.
|
||||||
AABB world;
|
AABB world;
|
||||||
for (const auto& obj: objects) {
|
for (const auto& obj: objects) {
|
||||||
//tlog << obj->getAABB();
|
|
||||||
world = world.expand(obj.aabb);
|
world = world.expand(obj.aabb);
|
||||||
}
|
}
|
||||||
//tlog << "\n";
|
|
||||||
// then split and partition the world
|
// then split and partition the world
|
||||||
auto splitAABBs = world.splitByLongestAxis();
|
auto splitAABBs = world.splitByLongestAxis();
|
||||||
auto partitionedObjs = partition(splitAABBs, objects);
|
auto partitionedObjs = partition(splitAABBs, objects);
|
||||||
|
|
||||||
|
elog << partitionedObjs.left.size() << " :: " << partitionedObjs.right.size() << "\n";
|
||||||
|
|
||||||
BVHNode* left = nullptr;
|
BVHNode* left = nullptr;
|
||||||
BVHNode* right = nullptr;
|
BVHNode* right = nullptr;
|
||||||
// don't try to explore nodes which don't have anything in them.
|
// don't try to explore nodes which don't have anything in them.
|
||||||
if (!partitionedObjs.left.empty())
|
if (!partitionedObjs.left.empty())
|
||||||
left = addObjectsRecur(partitionedObjs.left, objects.size());
|
left = addObjectsRecur(partitionedObjs.left, (long) objects.size());
|
||||||
if (!partitionedObjs.right.empty())
|
if (!partitionedObjs.right.empty())
|
||||||
right = addObjectsRecur(partitionedObjs.right, objects.size());
|
right = addObjectsRecur(partitionedObjs.right, (long) objects.size());
|
||||||
|
|
||||||
return new BVHNode(objects, world, left, right);
|
return new BVHNode(objects, world, left, right);
|
||||||
}
|
}
|
||||||
|
@ -128,10 +178,31 @@ namespace Raytracing {
|
||||||
// which is much faster! (especially when dealing with triangles)
|
// which is much faster! (especially when dealing with triangles)
|
||||||
return node->objs;
|
return node->objs;
|
||||||
}
|
}
|
||||||
|
#ifdef COMPILE_GUI
|
||||||
|
void drawNodesRecur(Shader& worldShader, BVHNode* node){
|
||||||
|
node->draw(worldShader);
|
||||||
|
if (node->left != nullptr)
|
||||||
|
drawNodesRecur(worldShader, node->left);
|
||||||
|
if (node->right != nullptr)
|
||||||
|
drawNodesRecur(worldShader, node->right);
|
||||||
|
}
|
||||||
|
void guiNodesRecur(BVHNode* node){
|
||||||
|
node->gui();
|
||||||
|
if (node->left != nullptr)
|
||||||
|
guiNodesRecur(node->left);
|
||||||
|
if (node->right != nullptr)
|
||||||
|
guiNodesRecur(node->right);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
public:
|
public:
|
||||||
std::vector<Object*> noAABBObjects;
|
std::vector<Object*> noAABBObjects;
|
||||||
explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
|
explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
|
||||||
addObjects(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<Object*>& objects) {
|
void addObjects(const std::vector<Object*>& objects) {
|
||||||
|
@ -146,19 +217,6 @@ namespace Raytracing {
|
||||||
noAABBObjects.push_back(obj);
|
noAABBObjects.push_back(obj);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef COMPILE_GUI
|
|
||||||
// create a VAO for debugging the AABB bounds.
|
|
||||||
BVHDebugVAO vaoStorage {};
|
|
||||||
auto aabbCenter = obj->getAABB().getCenter();
|
|
||||||
auto aabbXRadius = obj->getAABB().getXRadius(aabbCenter);
|
|
||||||
auto aabbYRadius = obj->getAABB().getYRadius(aabbCenter);
|
|
||||||
auto aabbZRadius = obj->getAABB().getZRadius(aabbCenter);
|
|
||||||
auto aabbVertexData = Shapes::cubeVertexBuilder::getCubeExtends(float(aabbXRadius), float(aabbYRadius), float(aabbZRadius));
|
|
||||||
vaoStorage.vaoPtr = new VAO(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
|
|
||||||
vaoStorage.position = obj->getPosition();
|
|
||||||
aabbVAOs.push_back(vaoStorage);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
BVHObject bvhObject;
|
BVHObject bvhObject;
|
||||||
// returns a copy of the AABB object and assigns it in to the tree storage object
|
// returns a copy of the AABB object and assigns it in to the tree storage object
|
||||||
|
@ -167,7 +225,7 @@ namespace Raytracing {
|
||||||
bvhObject.ptr = obj;
|
bvhObject.ptr = obj;
|
||||||
objs.push_back(bvhObject);
|
objs.push_back(bvhObject);
|
||||||
}
|
}
|
||||||
root = addObjectsRecur(objs, -1);
|
root = addObjectsRecur(objs, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||||
|
@ -177,22 +235,30 @@ namespace Raytracing {
|
||||||
#ifdef COMPILE_GUI
|
#ifdef COMPILE_GUI
|
||||||
// renders all the debug VAOs on screen.
|
// renders all the debug VAOs on screen.
|
||||||
void render (Shader& worldShader){
|
void render (Shader& worldShader){
|
||||||
|
ImGui::Begin(("BVH Data "), nullptr, ImGuiWindowFlags_NoCollapse);
|
||||||
worldShader.use();
|
worldShader.use();
|
||||||
worldShader.setInt("useWhite", 1);
|
worldShader.setInt("useWhite", 1);
|
||||||
for (const auto& debugVAO : aabbVAOs){
|
worldShader.setVec3("color", {1.0, 1.0, 1.0});
|
||||||
debugVAO.vaoPtr->bind();
|
{
|
||||||
debugVAO.vaoPtr->draw(worldShader, {debugVAO.position});
|
ImGui::BeginChild("left pane", ImVec2(150, 0), true);
|
||||||
|
guiNodesRecur(root);
|
||||||
|
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(worldShader, root);
|
||||||
|
ImGui::EndChild();
|
||||||
|
ImGui::EndGroup();
|
||||||
}
|
}
|
||||||
worldShader.setInt("useWhite", 0);
|
worldShader.setInt("useWhite", 0);
|
||||||
|
ImGui::End();
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
~BVHTree() {
|
~BVHTree() {
|
||||||
delete (root);
|
delete (root);
|
||||||
#ifdef COMPILE_GUI
|
|
||||||
for (const auto& debugVAORef : aabbVAOs)
|
|
||||||
delete(debugVAORef.vaoPtr);
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -104,13 +104,13 @@ namespace Raytracing {
|
||||||
[[nodiscard]] Vec4 getMin() const { return min; }
|
[[nodiscard]] Vec4 getMin() const { return min; }
|
||||||
|
|
||||||
[[nodiscard]] Vec4 getMax() const { return max; }
|
[[nodiscard]] Vec4 getMax() const { return max; }
|
||||||
inline PRECISION_TYPE getXRadius(const Vec4& center){
|
[[nodiscard]] inline PRECISION_TYPE getXRadius(const Vec4& center) const {
|
||||||
return max.x() - center.x();
|
return max.x() - center.x();
|
||||||
}
|
}
|
||||||
inline PRECISION_TYPE getYRadius(const Vec4& center){
|
[[nodiscard]] inline PRECISION_TYPE getYRadius(const Vec4& center) const {
|
||||||
return max.y() - center.y();
|
return max.y() - center.y();
|
||||||
}
|
}
|
||||||
inline PRECISION_TYPE getZRadius(const Vec4& center){
|
[[nodiscard]] inline PRECISION_TYPE getZRadius(const Vec4& center) const {
|
||||||
return max.z() - center.z();
|
return max.z() - center.z();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -118,8 +118,13 @@ namespace Raytracing {
|
||||||
};
|
};
|
||||||
|
|
||||||
inline std::ostream& operator<<(std::ostream& out, const AABB& v) {
|
inline std::ostream& operator<<(std::ostream& out, const AABB& v) {
|
||||||
return out << "AABB{min{" << v.getMin().x() << ", " << v.getMin().y() << ", " << v.getMin().z() << "}, max{" << v.getMax().x() << ", " << v.getMax().y()
|
auto max = v.getMax();
|
||||||
<< ", " << v.getMax().z() << "}} ";
|
auto min = v.getMin();
|
||||||
|
auto center = v.getCenter();
|
||||||
|
return out << "AABB {\n\t min{" << min.x() << ", " << min.y() << ", " << min.z() << "},\n\t max{" << max.x() << ", " << max.y()
|
||||||
|
<< ", " << max.z() << "},\n\t diff{" << max.x() - min.x() << ", " << max.y() - min.y() << ", " << max.z() - min.z() << "},\n\t "
|
||||||
|
<< "center{" << center.x() << ", " << center.y() << ", " << center.z() << "},\n\t "
|
||||||
|
<< "radi{" << v.getXRadius(center) << ", " << v.getYRadius(center) << ", " << v.getZRadius(center) << "}\n};\n";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -617,6 +617,20 @@ namespace Raytracing {
|
||||||
inline float m23(float d) { return data.dim[3][2] = d; }
|
inline float m23(float d) { return data.dim[3][2] = d; }
|
||||||
inline float m33(float d) { return data.dim[3][3] = d; }
|
inline float m33(float d) { return data.dim[3][3] = d; }
|
||||||
inline float m(int i, int j, float d) { return data.dim[i][j] = d; };
|
inline float m(int i, int j, float d) { return data.dim[i][j] = d; };
|
||||||
|
// inline float* operator [](int _i) {
|
||||||
|
// return data.dim[_i];
|
||||||
|
// }
|
||||||
|
|
||||||
|
[[nodiscard]] PRECISION_TYPE determinant() const {
|
||||||
|
return m00() * (m11() * m22() * m33() + m12() * m23() * m31() + m13() * m21() * m32()
|
||||||
|
- m31() * m22() * m13() - m32() * m23() * m11() - m33() * m21() * m12())
|
||||||
|
- m10() * (m01() * m22() * m33() + m02() * m23() * m31() + m03() * m21() * m32()
|
||||||
|
- m31() * m32() * m03() - m32() * m23() * m01() - m33() * m21() * m02())
|
||||||
|
+ m20() * (m01() * m12() * m33() + m02() * m13() * m31() + m03() * m11() * m32()
|
||||||
|
- m31() * m12() * m03() - m32() * m13() * m01() - m33() * m11() * m02())
|
||||||
|
- m30() * (m01() * m12() * m23() + m02() * m13() * m21() + m03() * m11() * m22()
|
||||||
|
- m21() * m12() * m03() - m22() * m13() * m01() - m23() * m11() * m02());
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
// adds the two Mat4x4 left and right
|
// adds the two Mat4x4 left and right
|
||||||
|
|
|
@ -72,7 +72,7 @@ namespace Raytracing {
|
||||||
|
|
||||||
void setPosition(const Vec4& pos) { this->position = pos; }
|
void setPosition(const Vec4& pos) { this->position = pos; }
|
||||||
|
|
||||||
void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch, PRECISION_TYPE roll);
|
void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch);
|
||||||
|
|
||||||
// the follow utility functions are actually taking forever to get right
|
// the follow utility functions are actually taking forever to get right
|
||||||
// I can't tell if my projection calculation is off or the view calc?
|
// I can't tell if my projection calculation is off or the view calc?
|
||||||
|
@ -95,7 +95,7 @@ namespace Raytracing {
|
||||||
//glm::mat4 projectG = glm::perspective(glm::radians(90.0f), (float)aspectRatio, 0.1f, (float)1000);
|
//glm::mat4 projectG = glm::perspective(glm::radians(90.0f), (float)aspectRatio, 0.1f, (float)1000);
|
||||||
//return Mat4x4{projectG};
|
//return Mat4x4{projectG};
|
||||||
}
|
}
|
||||||
Mat4x4 view(const Vec4& lookAtPos){
|
[[nodiscard]] Mat4x4 view(const Vec4& lookAtPos) const {
|
||||||
Mat4x4 view;
|
Mat4x4 view;
|
||||||
|
|
||||||
auto w = (position - lookAtPos).normalize(); // forward
|
auto w = (position - lookAtPos).normalize(); // forward
|
||||||
|
@ -125,44 +125,8 @@ namespace Raytracing {
|
||||||
|
|
||||||
return view;
|
return view;
|
||||||
}
|
}
|
||||||
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) {
|
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch);
|
||||||
Mat4x4 view;
|
|
||||||
|
|
||||||
pitch = degreeeToRadian(pitch);
|
|
||||||
yaw = degreeeToRadian(yaw);
|
|
||||||
|
|
||||||
PRECISION_TYPE cosPitch = std::cos(pitch);
|
|
||||||
PRECISION_TYPE cosYaw = std::cos(yaw);
|
|
||||||
PRECISION_TYPE sinPitch = std::sin(pitch);
|
|
||||||
PRECISION_TYPE sinYaw = std::sin(yaw);
|
|
||||||
|
|
||||||
auto x = Vec4{cosYaw, 0, -sinYaw}; // forward
|
|
||||||
auto y = Vec4{sinYaw * sinPitch, cosPitch, cosYaw * sinPitch}; // right
|
|
||||||
auto z = Vec4{sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw}; // up
|
|
||||||
|
|
||||||
view.m00(float(x.x()));
|
|
||||||
view.m01(float(x.y()));
|
|
||||||
view.m02(float(x.z()));
|
|
||||||
view.m03(float(x.w()));
|
|
||||||
|
|
||||||
view.m10(float(y.x()));
|
|
||||||
view.m11(float(y.y()));
|
|
||||||
view.m12(float(y.z()));
|
|
||||||
view.m13(float(y.w()));
|
|
||||||
|
|
||||||
view.m20(float(z.x()));
|
|
||||||
view.m21(float(z.y()));
|
|
||||||
view.m22(float(z.z()));
|
|
||||||
view.m23(float(z.w()));
|
|
||||||
|
|
||||||
// view matrix are inverted, dot product to simulate translate matrix multiplication
|
|
||||||
view.m03(-float(Vec4::dot(x, position)));
|
|
||||||
view.m13(-float(Vec4::dot(y, position)));
|
|
||||||
view.m23(-float(Vec4::dot(z, position)));
|
|
||||||
view.m33(1);
|
|
||||||
|
|
||||||
return view;
|
|
||||||
}
|
|
||||||
[[nodiscard]] inline Vec4 getPosition() const {return position;};
|
[[nodiscard]] inline Vec4 getPosition() const {return position;};
|
||||||
|
|
||||||
// the camera's position must be set with setPosition(Vec4);
|
// the camera's position must be set with setPosition(Vec4);
|
||||||
|
|
|
@ -237,6 +237,7 @@ class VAO {
|
||||||
void draw() const;
|
void draw() const;
|
||||||
// draw as if it's a box that we need to bulk draw.
|
// 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);
|
||||||
|
void draw(Raytracing::Shader& shader);
|
||||||
~VAO();
|
~VAO();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -6,6 +6,7 @@ in vec3 outNormal;
|
||||||
|
|
||||||
uniform sampler2D tex;
|
uniform sampler2D tex;
|
||||||
uniform int useWhite;
|
uniform int useWhite;
|
||||||
|
uniform vec3 color;
|
||||||
|
|
||||||
const vec3 lightDir = vec3(1.0, 1.0, 1.0);
|
const vec3 lightDir = vec3(1.0, 1.0, 1.0);
|
||||||
|
|
||||||
|
@ -15,5 +16,5 @@ void main() {
|
||||||
if (useWhite == 0)
|
if (useWhite == 0)
|
||||||
FragColor = vec4(vec3(1.0, 0.0f, 0.0f) * dot(lightDir, outNormal), 1.0f);
|
FragColor = vec4(vec3(1.0, 0.0f, 0.0f) * dot(lightDir, outNormal), 1.0f);
|
||||||
else
|
else
|
||||||
FragColor = vec4(1.0);
|
FragColor = vec4(color, 1.0f);
|
||||||
}
|
}
|
|
@ -4,6 +4,10 @@
|
||||||
*/
|
*/
|
||||||
// Yes, globals are bad.
|
// Yes, globals are bad.
|
||||||
#include "engine/util/debug.h"
|
#include "engine/util/debug.h"
|
||||||
|
#include <config.h>
|
||||||
|
#ifdef COMPILE_GUI
|
||||||
|
#include <graphics/gl/gl.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
bool* haltExecution;
|
bool* haltExecution;
|
||||||
bool* pauseRaytracing;
|
bool* pauseRaytracing;
|
||||||
|
@ -11,4 +15,9 @@ bool* haltRaytracing;
|
||||||
|
|
||||||
namespace Raytracing {
|
namespace Raytracing {
|
||||||
std::unordered_map<std::string, std::shared_ptr<profiler>> profiles;
|
std::unordered_map<std::string, std::shared_ptr<profiler>> profiles;
|
||||||
|
#ifdef COMPILE_GUI
|
||||||
|
std::shared_ptr<VAO> aabbVAO = nullptr;
|
||||||
|
int count = 0;
|
||||||
|
int selected = 0;
|
||||||
|
#endif
|
||||||
}
|
}
|
|
@ -126,11 +126,17 @@ int main(int argc, char** args) {
|
||||||
//world.add(new Raytracing::SphereObject({1,0,-1,0}, 0.5, world.getMaterial("redMetal")));
|
//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::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::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({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, 0.5, 0}, plane, world.getMaterial("greenMetal")));
|
||||||
world.add(new Raytracing::ModelObject({5, 1, 0}, house, world.getMaterial("redDiffuse")));
|
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, 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({-15, 0.5, 0}, plane, world.getMaterial("greenMetal")));
|
||||||
|
world.add(new Raytracing::ModelObject({15, 1, 0}, house, world.getMaterial("redDiffuse")));
|
||||||
|
world.add(new Raytracing::ModelObject({0, 0, -15}, house, world.getMaterial("blueDiffuse")));
|
||||||
|
world.add(new Raytracing::ModelObject({0, 0, 15}, house, world.getMaterial("blueDiffuse")));
|
||||||
|
|
||||||
if (parser.hasOption("--gui") || parser.hasOption("-g")) {
|
if (parser.hasOption("--gui") || parser.hasOption("-g")) {
|
||||||
#ifdef COMPILE_GUI
|
#ifdef COMPILE_GUI
|
||||||
|
|
|
@ -33,9 +33,53 @@ namespace Raytracing {
|
||||||
imageOrigin = position - horizontalAxis / 2 - verticalAxis / 2 - w;
|
imageOrigin = position - horizontalAxis / 2 - verticalAxis / 2 - w;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch, const PRECISION_TYPE roll) {
|
void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch) {
|
||||||
// TODO:
|
// TODO:
|
||||||
}
|
}
|
||||||
|
Mat4x4 Camera::view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) {
|
||||||
|
Mat4x4 view;
|
||||||
|
|
||||||
|
pitch = degreeeToRadian(pitch);
|
||||||
|
yaw = degreeeToRadian(yaw);
|
||||||
|
|
||||||
|
PRECISION_TYPE cosPitch = std::cos(pitch);
|
||||||
|
PRECISION_TYPE cosYaw = std::cos(yaw);
|
||||||
|
PRECISION_TYPE sinPitch = std::sin(pitch);
|
||||||
|
PRECISION_TYPE sinYaw = std::sin(yaw);
|
||||||
|
|
||||||
|
auto x = Vec4{cosYaw, 0, -sinYaw}; // forward
|
||||||
|
auto y = Vec4{sinYaw * sinPitch, cosPitch, cosYaw * sinPitch}; // right
|
||||||
|
auto z = Vec4{sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw}; // up
|
||||||
|
|
||||||
|
viewportHeight = 1 * tanFovHalf;
|
||||||
|
viewportWidth = aspectRatio * viewportHeight;
|
||||||
|
horizontalAxis = viewportWidth * x;
|
||||||
|
verticalAxis = viewportHeight * y;
|
||||||
|
imageOrigin = position - horizontalAxis / 2 - verticalAxis / 2 - z;
|
||||||
|
|
||||||
|
view.m00(float(x.x()));
|
||||||
|
view.m01(float(x.y()));
|
||||||
|
view.m02(float(x.z()));
|
||||||
|
view.m03(float(x.w()));
|
||||||
|
|
||||||
|
view.m10(float(y.x()));
|
||||||
|
view.m11(float(y.y()));
|
||||||
|
view.m12(float(y.z()));
|
||||||
|
view.m13(float(y.w()));
|
||||||
|
|
||||||
|
view.m20(float(z.x()));
|
||||||
|
view.m21(float(z.y()));
|
||||||
|
view.m22(float(z.z()));
|
||||||
|
view.m23(float(z.w()));
|
||||||
|
|
||||||
|
// view matrix are inverted, dot product to simulate translate matrix multiplication
|
||||||
|
view.m03(-float(Vec4::dot(x, position)));
|
||||||
|
view.m13(-float(Vec4::dot(y, position)));
|
||||||
|
view.m23(-float(Vec4::dot(z, position)));
|
||||||
|
view.m33(1);
|
||||||
|
|
||||||
|
return view;
|
||||||
|
}
|
||||||
|
|
||||||
struct RayData {
|
struct RayData {
|
||||||
Ray ray;
|
Ray ray;
|
||||||
|
|
|
@ -209,6 +209,9 @@ void VAO::draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>&
|
||||||
glDrawArrays(GL_TRIANGLES, 0, drawCount);
|
glDrawArrays(GL_TRIANGLES, 0, drawCount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
void VAO::draw(Raytracing::Shader& shader) {
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, drawCount);
|
||||||
|
}
|
||||||
void VAO::draw() const {
|
void VAO::draw() const {
|
||||||
if (drawCount < 0)
|
if (drawCount < 0)
|
||||||
return;
|
return;
|
||||||
|
|
|
@ -516,6 +516,17 @@ namespace Raytracing {
|
||||||
yaw += (float) Input::getMouseDelta().x * (1000.0f / ImGui::GetIO().Framerate / 1000.0f) * 3;
|
yaw += (float) Input::getMouseDelta().x * (1000.0f / ImGui::GetIO().Framerate / 1000.0f) * 3;
|
||||||
pitch += (float) Input::getMouseDelta().y * (1000.0f / ImGui::GetIO().Framerate / 1000.0f) * 1.5f;
|
pitch += (float) Input::getMouseDelta().y * (1000.0f / ImGui::GetIO().Framerate / 1000.0f) * 1.5f;
|
||||||
|
|
||||||
|
const PRECISION_TYPE turnSpeed = 50;
|
||||||
|
|
||||||
|
if (Input::isKeyDown(GLFW_KEY_LEFT))
|
||||||
|
yaw += float(turnSpeed * m_window.getFrameTimeSeconds());
|
||||||
|
if (Input::isKeyDown(GLFW_KEY_RIGHT))
|
||||||
|
yaw -= float(turnSpeed * m_window.getFrameTimeSeconds());
|
||||||
|
if (Input::isKeyDown(GLFW_KEY_UP))
|
||||||
|
pitch += float(turnSpeed * m_window.getFrameTimeSeconds());
|
||||||
|
if (Input::isKeyDown(GLFW_KEY_DOWN))
|
||||||
|
pitch -= float(turnSpeed * m_window.getFrameTimeSeconds());
|
||||||
|
|
||||||
PRECISION_TYPE moveAtX = 0, moveAtY = 0, moveAtZ = 0;
|
PRECISION_TYPE moveAtX = 0, moveAtY = 0, moveAtZ = 0;
|
||||||
PRECISION_TYPE speed = 40.0f;
|
PRECISION_TYPE speed = 40.0f;
|
||||||
|
|
||||||
|
@ -554,9 +565,9 @@ namespace Raytracing {
|
||||||
m_spiderVAO->bind();
|
m_spiderVAO->bind();
|
||||||
m_spiderVAO->draw(m_worldShader, {{0, 1, 0}});
|
m_spiderVAO->draw(m_worldShader, {{0, 1, 0}});
|
||||||
m_houseVAO->bind();
|
m_houseVAO->bind();
|
||||||
m_houseVAO->draw(m_worldShader, {{5, 1, 0}, {0, 0, -5}, {0, 0, 5}});
|
m_houseVAO->draw(m_worldShader, {{15, 1, 0}, {0, 0, -15}, {0, 0, 15}});
|
||||||
m_planeVAO->bind();
|
m_planeVAO->bind();
|
||||||
m_planeVAO->draw(m_worldShader, {{-5, 0.5, 0}});
|
m_planeVAO->draw(m_worldShader, {{-15, 0.5, 0}});
|
||||||
} else {
|
} else {
|
||||||
m_imageShader.use();
|
m_imageShader.use();
|
||||||
m_mainImage.updateImage();
|
m_mainImage.updateImage();
|
||||||
|
|
Loading…
Reference in New Issue