COSC-3P93-Project/Step 3/include/engine/world.h

187 lines
6.8 KiB
C++

/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_WORLD_H
#define STEP_2_WORLD_H
#include "engine/util/std.h"
#include "engine/math/vectors.h"
#include "engine/util/models.h"
#include "engine/math/bvh.h"
#include "types.h"
#include <config.h>
#ifdef COMPILE_GUI
#include "graphics/gl/shader.h"
#include "graphics/debug_gui.h"
#endif
#include <utility>
namespace Raytracing {
class SphereObject : public Object {
private:
PRECISION_TYPE radius;
public:
SphereObject(const Vec4& position, PRECISION_TYPE radius, Material* material):
radius(radius), Object(material, position) {}
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
};
class ModelObject : public Object {
private:
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);
// a required step to generate a BVH however we aren't using the triangle bvh due to issues with it
// so ignore this and sequential triangle BVH nonsense.
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 std::vector<std::shared_ptr<Triangle>> getTriangles() { return triangles; }
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
};
class DiffuseMaterial : public Material {
private:
public:
explicit DiffuseMaterial(const Vec4& scatterColor):
Material(scatterColor) {}
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const override;
};
class MetalMaterial : public Material {
protected:
static inline Vec4 reflect(const Vec4& incomingVector, const Vec4& normal) {
return incomingVector - 2 * Vec4::dot(incomingVector, normal) * normal;
}
public:
explicit MetalMaterial(const Vec4& metalColor):
Material(metalColor) {}
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const override;
};
class BrushedMetalMaterial : public MetalMaterial {
private:
PRECISION_TYPE fuzzyness;
public:
explicit BrushedMetalMaterial(const Vec4& metalColor, PRECISION_TYPE fuzzyness):
MetalMaterial(metalColor), fuzzyness(fuzzyness) {}
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const override;
};
class TexturedMaterial : public Material {
protected:
int width{}, height{}, channels{};
float scale = 1;
unsigned char* data;
public:
explicit TexturedMaterial(const std::string& file);
explicit TexturedMaterial(const std::string& file, float scale);
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const override;
[[nodiscard]] Vec4 getColor(PRECISION_TYPE u, PRECISION_TYPE v) const;
~TexturedMaterial();
};
struct WorldConfig {
bool useBVH = true;
bool padding[7]{};
#ifdef COMPILE_GUI
Shader& worldShader;
explicit WorldConfig(Shader& shader):
worldShader(shader) {}
#endif
};
class World {
private:
// store all the objects in the world,
std::vector<Object*> objects;
std::unique_ptr<BVHTree> bvhObjects;
std::unordered_map<std::string, Material*> materials;
WorldConfig m_config;
public:
explicit World(WorldConfig config):
m_config(config) {};
World(const World& world) = delete;
World(const World&& world) = delete;
// 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);
#ifdef COMPILE_GUI
// this will show up in the debug mode
// disabled because we aren't using object local BVHs
//if (object->getBVHTree().bvhTree != nullptr && !object->getBVHTree().isRegular)
// new DebugBVH{(TriangleBVHTree*) object->getBVHTree().bvhTree, m_config.worldShader};
#endif
}
inline void add(const std::string& materialName, Material* mat) { materials.insert({materialName, mat}); }
inline Material* getMaterial(const std::string& materialName) { return materials.at(materialName); }
[[nodiscard]] inline BVHTree* getBVH() { return bvhObjects.get(); }
[[nodiscard]] inline std::vector<Object*> getObjectsInWorld() { return objects; }
/**
* goes through the entire world using the BVH to determine if the ray has hit anything
* @param ray ray to check
* @param min min of the ray
* @param max max of the ray
* @return HitData about the closest object that was hit.
*/
[[nodiscard]] virtual std::pair<HitData, Object*> checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
~World();
};
}
#endif //STEP_2_WORLD_H