camera bug and mesh class

This commit is contained in:
Ben Kyd
2019-08-06 00:01:53 +01:00
parent ca3cf28a31
commit 2ec847bd1c
7 changed files with 36 additions and 13 deletions

View File

@@ -4,18 +4,22 @@
Camera::Camera(int width, int height)
: position({0,0,0}),
direction({0,0,1}),
right({(float)width/(float)height,0,0}),
up({0,1,0}) { }
direction({0,0,1}),
right({(float)width/(float)height,0,0}),
up({0,1,0}),
width(width),
height(height) { }
Camera::Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up)
: position(position), direction(direction), right(right), up(up) { }
Camera::Camera(glm::vec3 position, int width, int height)
: position(position),
direction({0,0,1}),
right({(float)width/(float)height,0,0}),
up({0,1,0}) { }
direction({0,0,1}),
right({(float)width/(float)height,0,0}),
up({0,1,0}),
width(width),
height(height) { }
void Camera::LookAt(glm::vec3 position, glm::vec3 sky, glm::vec3 lookAt, float angle, int width, int height) {
float rightL = width / (float) height;
@@ -28,9 +32,9 @@ void Camera::LookAt(glm::vec3 position, glm::vec3 sky, glm::vec3 lookAt, float a
Ray Camera::CastRay(int x, int y, float spX, float spY) {
// TODO: ACTUALLY GET A WORKING CAMERA
float camX = (((float)x + spX) / (float)600 * 2.0f - 1.0f) * getAspectRatio(600, 600) * getFovAdjustment(45.0f);
float camX = (((float)x + spX) / (float)width * 2.0f - 1.0f) * getAspectRatio(width, height) * getFovAdjustment(45.0f);
// 1.0 is taken first here as y is in the vertical
float camY = (1.0f - ((float)y + spY) / (float)600 * 2.0f) * getFovAdjustment(45.0f);
float camY = (1.0f - ((float)y + spY) / (float)height * 2.0f) * getFovAdjustment(45.0f);
Ray ray{ {0.0f, 0.0f, 0.0f}, {camX, camY, -1.0f} };
ray.direction = glm::normalize(ray.direction);

View File

@@ -17,6 +17,7 @@ public:
glm::vec3 position;
glm::vec3 direction, right, up;
int width, height;
};
#endif

View File

@@ -0,0 +1,3 @@
#include "mesh.hpp"

View File

@@ -0,0 +1,12 @@
#ifndef INFERNO_DEFINITIONS_PRIMATIVES_MESH_H_
#define INFERNO_DEFINITIONS_PRIMATIVES_MESH_H_
#include <vector>
class Triangle;
class Mesh {
std::vector<Triangle*> triangles;
};
#endif

View File

@@ -5,6 +5,7 @@
class Camera;
class Primative;
class Mesh;
class Scene {
public:
@@ -12,6 +13,7 @@ public:
int w, h;
Camera* camera;
std::vector<Primative*> objects;
std::vector<Mesh*> meshs;
};
#endif

View File

@@ -32,6 +32,7 @@ void ProgressiveRenderer::Render() {
int frames = 0;
auto startTime = std::chrono::high_resolution_clock::now();
while (m_interface->Active) {
auto frameStartTime = std::chrono::high_resolution_clock::now();
@@ -39,7 +40,7 @@ void ProgressiveRenderer::Render() {
for (int x = 0; x < m_scene->w; x++)
#pragma omp parallel for schedule(dynamic)
for (int y = 0; y < m_scene->h; y++) {
SDL_Event e;
while (SDL_PollEvent(&e))
if (e.type == SDL_QUIT) m_interface->Close();

View File

@@ -11,11 +11,11 @@ struct Pixel {
: r(r), g(g), b(b) { };
inline uint32_t argb() {
return a << 24 | r << 16 | g << 8| b;
return a << 24 | r << 16 | g << 8 | b;
}
inline uint32_t rgb() {
return 0xFF000000 | r << 16 | g << 8| b;
return 0xFF000000 | r << 16 | g << 8 | b;
}
inline void Clamp() {
@@ -32,11 +32,11 @@ inline uint8_t Clamp(int n, int upper, int lower) {
}
inline uint32_t argb8888(uint8_t a, uint8_t r, uint8_t g, uint8_t b) {
return a << 24 | r << 16 | g << 8| b;
return a << 24 | r << 16 | g << 8 | b;
}
inline uint32_t rgb888(uint8_t r, uint8_t g, uint8_t b) {
return 0xFF000000 | r << 16 | g << 8| b;
return 0xFF000000 | r << 16 | g << 8 | b;
}
#endif