Raytracing camera now losely follows the debug camera

Differences in Viewport size change how the scene is rendered but the position and rotation of the camera is close enough.
main
Brett 2022-11-14 20:44:49 -05:00
parent bd34d6e6e7
commit a28d49b132
24 changed files with 308 additions and 189 deletions

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@ -1,3 +1,3 @@
Start testing: Nov 13 14:12 EST
Start testing: Nov 14 20:44 EST
----------------------------------------------------------
End testing: Nov 13 14:12 EST
End testing: Nov 14 20:44 EST

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@ -4,12 +4,86 @@ Size=400,400
Collapsed=0
[Window][Dear ImGui Demo]
Pos=650,20
Pos=649,26
Size=550,680
Collapsed=1
[Window][Debug Menu]
Pos=26,34
Pos=13,12
Size=339,226
Collapsed=0
[Window][BVH Data]
Pos=953,64
Size=775,355
Collapsed=0
[Window][Example: Property editor]
Pos=60,60
Size=430,450
Collapsed=0
[Window][Example: Simple layout]
Pos=76,222
Size=500,440
Collapsed=0
[Window][BVH Data 0]
Pos=780,106
Size=556,373
Collapsed=0
[Window][BVH Data 10]
Pos=1079,43
Size=491,217
Collapsed=0
[Window][BVH Data 1]
Pos=60,60
Size=1127,267
Collapsed=0
[Window][BVH Data 4]
Pos=1111,78
Size=498,168
Collapsed=0
[Window][BVH Data 3]
Pos=60,60
Size=358,266
Collapsed=0
[Window][BVH Data 9]
Pos=60,60
Size=293,240
Collapsed=0
[Window][BVH Data 6]
Pos=60,60
Size=372,270
Collapsed=0
[Window][BVH Data 8]
Pos=60,60
Size=327,303
Collapsed=0
[Window][BVH Data 2]
Pos=60,60
Size=324,211
Collapsed=0
[Window][BVH Data ]
Pos=930,180
Size=397,473
Collapsed=0
[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

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@ -11,6 +11,7 @@
#include <config.h>
#ifdef COMPILE_GUI
#include <graphics/gl/gl.h>
#include <graphics/imgui/imgui.h>
#endif
#include <utility>
@ -21,10 +22,9 @@
namespace Raytracing {
#ifdef COMPILE_GUI
struct BVHDebugVAO {
VAO* vaoPtr;
Vec4 position;
};
extern std::shared_ptr<VAO> aabbVAO;
extern int count;
extern int selected;
#endif
struct BVHObject {
@ -38,13 +38,64 @@ namespace Raytracing {
};
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:
std::vector<BVHObject> objs;
AABB aabb;
BVHNode* left;
BVHNode* right;
int index;
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() {
delete (left);
delete (right);
@ -53,9 +104,6 @@ namespace Raytracing {
class BVHTree {
private:
#ifdef COMPILE_GUI
std::vector<BVHDebugVAO> aabbVAOs;
#endif
const int MAX_TREE_DEPTH = 50;
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 ever fails we have a problem with the implementation.
RTAssert(!obj.aabb.isEmpty());
if (obj.aabb.intersects(aabbs.first)) {
if (aabbs.first.intersects(obj.aabb)) {
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);
tlog << "right\n";
}
}
return space;
}
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, unsigned long prevSize) {
//ilog << "size: " << objects.size() << "\n";
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, long prevSize) {
ilog << "size: " << objects.size() << " " << prevSize << "\n";
// prevSize was required to solve some really weird bugs
// which are a TODO:
if ((objects.size() <= 2 && !objects.empty()) || prevSize == objects.size()) {
if ((objects.size() <= 1 && !objects.empty()) || prevSize == objects.size()) {
AABB local;
for (const auto& obj: objects)
local = local.expand(obj.aabb);
@ -93,21 +143,21 @@ namespace Raytracing {
// this ensures that we have a minimum AABB.
AABB world;
for (const auto& obj: objects) {
//tlog << obj->getAABB();
world = world.expand(obj.aabb);
}
//tlog << "\n";
// then split and partition the world
auto splitAABBs = world.splitByLongestAxis();
auto partitionedObjs = partition(splitAABBs, objects);
elog << partitionedObjs.left.size() << " :: " << partitionedObjs.right.size() << "\n";
BVHNode* left = nullptr;
BVHNode* right = nullptr;
// don't try to explore nodes which don't have anything in them.
if (!partitionedObjs.left.empty())
left = addObjectsRecur(partitionedObjs.left, objects.size());
left = addObjectsRecur(partitionedObjs.left, (long) objects.size());
if (!partitionedObjs.right.empty())
right = addObjectsRecur(partitionedObjs.right, objects.size());
right = addObjectsRecur(partitionedObjs.right, (long) objects.size());
return new BVHNode(objects, world, left, right);
}
@ -128,10 +178,31 @@ namespace Raytracing {
// which is much faster! (especially when dealing with triangles)
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:
std::vector<Object*> noAABBObjects;
explicit BVHTree(const std::vector<Object*>& 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) {
@ -147,19 +218,6 @@ namespace Raytracing {
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;
// returns a copy of the AABB object and assigns it in to the tree storage object
bvhObject.aabb = obj->getAABB().translate(obj->getPosition());
@ -167,7 +225,7 @@ namespace Raytracing {
bvhObject.ptr = obj;
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) {
@ -177,22 +235,30 @@ namespace Raytracing {
#ifdef COMPILE_GUI
// renders all the debug VAOs on screen.
void render (Shader& worldShader){
ImGui::Begin(("BVH Data "), nullptr, ImGuiWindowFlags_NoCollapse);
worldShader.use();
worldShader.setInt("useWhite", 1);
for (const auto& debugVAO : aabbVAOs){
debugVAO.vaoPtr->bind();
debugVAO.vaoPtr->draw(worldShader, {debugVAO.position});
worldShader.setVec3("color", {1.0, 1.0, 1.0});
{
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);
ImGui::End();
}
#endif
~BVHTree() {
delete (root);
#ifdef COMPILE_GUI
for (const auto& debugVAORef : aabbVAOs)
delete(debugVAORef.vaoPtr);
#endif
}
};

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@ -104,13 +104,13 @@ namespace Raytracing {
[[nodiscard]] Vec4 getMin() const { return min; }
[[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();
}
inline PRECISION_TYPE getYRadius(const Vec4& center){
[[nodiscard]] inline PRECISION_TYPE getYRadius(const Vec4& center) const {
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();
}
@ -118,8 +118,13 @@ namespace Raytracing {
};
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()
<< ", " << v.getMax().z() << "}} ";
auto max = v.getMax();
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";
}
}

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@ -617,6 +617,20 @@ namespace Raytracing {
inline float m23(float d) { return data.dim[3][2] = 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* 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

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@ -72,7 +72,7 @@ namespace Raytracing {
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
// 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);
//return Mat4x4{projectG};
}
Mat4x4 view(const Vec4& lookAtPos){
[[nodiscard]] Mat4x4 view(const Vec4& lookAtPos) const {
Mat4x4 view;
auto w = (position - lookAtPos).normalize(); // forward
@ -125,44 +125,8 @@ namespace Raytracing {
return view;
}
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) {
Mat4x4 view;
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch);
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;};
// the camera's position must be set with setPosition(Vec4);

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@ -237,6 +237,7 @@ class VAO {
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);
~VAO();
};

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@ -6,6 +6,7 @@ in vec3 outNormal;
uniform sampler2D tex;
uniform int useWhite;
uniform vec3 color;
const vec3 lightDir = vec3(1.0, 1.0, 1.0);
@ -15,5 +16,5 @@ void main() {
if (useWhite == 0)
FragColor = vec4(vec3(1.0, 0.0f, 0.0f) * dot(lightDir, outNormal), 1.0f);
else
FragColor = vec4(1.0);
FragColor = vec4(color, 1.0f);
}

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@ -4,6 +4,10 @@
*/
// Yes, globals are bad.
#include "engine/util/debug.h"
#include <config.h>
#ifdef COMPILE_GUI
#include <graphics/gl/gl.h>
#endif
bool* haltExecution;
bool* pauseRaytracing;
@ -11,4 +15,9 @@ bool* haltRaytracing;
namespace Raytracing {
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
}

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@ -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({0, -100.5, -1, 0}, 100, world.getMaterial("greenDiffuse")));
//world.add(new Raytracing::TriangleObject({0,0.1,-0.5f,0}, {{-0.5, -0.5, 0.0}, {0.5, -0.5, 0.0}, {0.0, 0.5, 0}}, world.getMaterial("greenDiffuse")));
world.add(new Raytracing::ModelObject({0, 1, 0}, spider, world.getMaterial("redDiffuse")));
/*world.add(new Raytracing::ModelObject({0, 1, 0}, spider, world.getMaterial("redDiffuse")));
world.add(new Raytracing::ModelObject({-5, 0.5, 0}, plane, world.getMaterial("greenMetal")));
world.add(new Raytracing::ModelObject({5, 1, 0}, house, world.getMaterial("redDiffuse")));
world.add(new Raytracing::ModelObject({0, 0, -5}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({0, 0, 5}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({0, 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")) {
#ifdef COMPILE_GUI

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@ -33,9 +33,53 @@ namespace Raytracing {
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:
}
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 {
Ray ray;

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@ -209,6 +209,9 @@ void VAO::draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>&
glDrawArrays(GL_TRIANGLES, 0, drawCount);
}
}
void VAO::draw(Raytracing::Shader& shader) {
glDrawArrays(GL_TRIANGLES, 0, drawCount);
}
void VAO::draw() const {
if (drawCount < 0)
return;

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@ -516,6 +516,17 @@ namespace Raytracing {
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;
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 speed = 40.0f;
@ -554,9 +565,9 @@ namespace Raytracing {
m_spiderVAO->bind();
m_spiderVAO->draw(m_worldShader, {{0, 1, 0}});
m_houseVAO->bind();
m_houseVAO->draw(m_worldShader, {{5, 1, 0}, {0, 0, -5}, {0, 0, 5}});
m_houseVAO->draw(m_worldShader, {{15, 1, 0}, {0, 0, -15}, {0, 0, 15}});
m_planeVAO->bind();
m_planeVAO->draw(m_worldShader, {{-5, 0.5, 0}});
m_planeVAO->draw(m_worldShader, {{-15, 0.5, 0}});
} else {
m_imageShader.use();
m_mainImage.updateImage();