Raytracer returns hit
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@@ -57,6 +57,7 @@ include_directories(${executable}
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file(GLOB SourceFiles
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${SrcDIR}/*
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${SrcDIR}/acceleration/*
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${SrcDIR}/core/*
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${SrcDIR}/engine/*
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${SrcDIR}/display/*
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3
src/acceleration/kd.cpp
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3
src/acceleration/kd.cpp
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@@ -0,0 +1,3 @@
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#include "kd.hpp"
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38
src/acceleration/kd.hpp
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38
src/acceleration/kd.hpp
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@@ -0,0 +1,38 @@
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#ifndef INFERNO_ACCELERATION_KD_H_
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#define INFERNO_ACCELERATION_KD_H_
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#include "../maths.hpp"
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class Triangle;
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class Ray;
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class Box {
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public:
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Box();
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Box(Triangle* object);
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void ExtendTriangle(Triangle* object);
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void ExtendPoint(glm::vec3 p);
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int LongestAxis();
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bool Hit(Ray* ray);
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glm::vec3 min;
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glm::vec3 max;
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};
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class KDTree {
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public:
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Box bounds;
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KDTree* child0 = nullptr;
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KDTree* child1 = nullptr;
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std::vector<Triangle*> children;
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};
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KDTree* BuildKDTree(const std::vector<Triangle*>& triangles);
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bool KDIntersect(KDTree* tree, Ray* ray, Triangle*& triMin, float& uMin, float& vMin, float& tMin);
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#endif
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@@ -12,6 +12,7 @@ public:
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glm::vec3 SurfaceNormal(glm::vec3 hitPoint) override;
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glm::vec2 TexCoords(glm::vec3 hitPoint) override;
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void Translate(glm::vec3 trans) override;
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glm::vec3 Midpoint(Triangle* t);
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};
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#endif
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@@ -2,16 +2,13 @@
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#include "scene.hpp"
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#include "primatives/primative.hpp"
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bool TraceRay(Ray ray, Scene* scene, float& t, float& iOfHit) {
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iOfHit = -1;
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bool TraceRay(Ray ray, Scene* scene, float& t, Primative*& hit) {
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int i = 0;
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float lastDistance = INFINITY;
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int index = -1;
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for (auto& object : scene->objects) {
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float distance = INFINITY;
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if (object->DoesIntersect(ray, distance)) {
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iOfHit = i;
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if (distance < lastDistance) {
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index = i;
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lastDistance = distance;
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@@ -20,8 +17,11 @@ bool TraceRay(Ray ray, Scene* scene, float& t, float& iOfHit) {
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i++;
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}
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iOfHit = index;
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t = lastDistance;
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return (iOfHit != -1);
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if (index == -1) return false;
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hit = scene->objects[index];
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return true;
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}
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@@ -4,6 +4,7 @@
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#include "../maths.hpp"
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class Scene;
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class Primative;
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class Ray {
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public:
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@@ -11,6 +12,6 @@ public:
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glm::vec3 direction = {};
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};
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bool TraceRay(Ray ray, Scene* scene, float& t, float& iOfHit);
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bool TraceRay(Ray ray, Scene* scene, float& t, Primative*& hit);
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#endif
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@@ -47,14 +47,14 @@ void ProgressiveRenderer::Render() {
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Ray ray = m_scene->camera->CastRay(x, y);
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float t, i;
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bool didhit = TraceRay(ray, m_scene, t, i);
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float t;
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Primative* hit = nullptr;
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bool didhit = TraceRay(ray, m_scene, t, hit);
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if (!didhit) {
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m_interface->SetPixelSafe(x, y, 0x000000);
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continue;
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}
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Primative* hit = m_scene->objects[i];
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glm::vec3 hitPoint = ray.origin + ray.direction * t;
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