hm
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@@ -34,8 +34,8 @@ enum RenderMode {
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};
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enum ToneMapMode {
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MODE_TONEMAP_BASIC,
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MODE_TONEMAP_CLAMP
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MODE_TONEMAP_CLAMP,
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MODE_TONEMAP_BASIC
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};
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@@ -41,13 +41,13 @@ void ProgressiveRenderer::Input() {
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const Uint8* state = SDL_GetKeyboardState(NULL);
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//if (state[SDL_SCANCODE_W]) m_scene->objects[1]->center.y += 0.001f;
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//if (state[SDL_SCANCODE_S]) m_scene->objects[1]->center.y -= 0.001f;
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//if (state[SDL_SCANCODE_D]) m_scene->objects[1]->center.x += 0.001f;
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//if (state[SDL_SCANCODE_A]) m_scene->objects[1]->center.x -= 0.001f;
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//if (state[SDL_SCANCODE_R]) m_scene->objects[1]->center.z += 0.001f;
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//if (state[SDL_SCANCODE_F]) m_scene->objects[1]->center.z -= 0.001f;
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//std::cout << m_scene->objects[1]->center.x << " " << m_scene->objects[1]->center.y << " " << m_scene->objects[1]->center.z << std::endl;
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// if (state[SDL_SCANCODE_W]) m_scene->objects[0]->center.y += 0.001f;
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// if (state[SDL_SCANCODE_S]) m_scene->objects[0]->center.y -= 0.001f;
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// if (state[SDL_SCANCODE_D]) m_scene->objects[0]->center.x += 0.001f;
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// if (state[SDL_SCANCODE_A]) m_scene->objects[0]->center.x -= 0.001f;
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// if (state[SDL_SCANCODE_R]) m_scene->objects[0]->center.z += 0.001f;
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// if (state[SDL_SCANCODE_F]) m_scene->objects[0]->center.z -= 0.001f;
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// std::cout << m_scene->objects[0]->center.x << " " << m_scene->objects[0]->center.y << " " << m_scene->objects[0]->center.z << std::endl;
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if (!m_interface->ImGui) return;
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@@ -82,7 +82,7 @@ void ProgressiveRenderer::Input() {
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const char* toneMapItems[] = { "Clamp", "Basic Tonemap" };
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ImGui::Combo("ToneMap Mode", &m_toneMapModeSelected, toneMapItems, IM_ARRAYSIZE(toneMapItems));
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ImGui::SliderFloat("Gamma", &m_gamma, 1.0f, 3.0f);
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ImGui::SliderFloat("Gamma", &m_gamma, 1.0f, 4.0f);
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m_interface->Framebuffer->Gamma = 1.0f / m_gamma;
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if (ImGui::Button("Save Image")) {
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@@ -81,7 +81,7 @@ glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
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glm::vec3 hitPoint = ray.origin + ray.direction * t;
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glm::vec3 normal = hit->SurfaceNormal(hitPoint);
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if (Mode == MODE_RENDER_NORMALS) { return GetNormalColour(normal); }
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if (Mode == MODE_RENDER_PATH_LENGTH) { if (t > 1000.0f) t = 1000.0f; return { (float)t, (float)t, (float)t }; }
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if (Mode == MODE_RENDER_PATH_LENGTH) { if (t > 255.0f) t = 255.0f; return { (float)t, (float)t, (float)t }; }
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glm::vec3 colour = hit->material->Colour;
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//if (hit->type == TYPE_PLANE) {
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@@ -19,28 +19,18 @@ int main(int argc, char** argv) {
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Scene* scene = new Scene(width, height);
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scene->camera = new Camera(width, height);
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scene->objects.push_back(new Sphere({ 0.0f, 0.0f, -4.0f }, 1.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f)));
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scene->objects.push_back(new Sphere({ 35.0f, 26.0f, 25.0f }, 15.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f, 5.0f)));
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scene->objects.push_back(new Sphere({-0.457001f, 0.19f, -3.53899f}, 0.02f, new Material({ 1.0f, 0.9f, 0.8f }, 0.0f, 500.0f)));
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scene->objects.push_back(new Plane( { 0.0f, -1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, new Material({ 0.847f, 0.792f, 0.658f }, 0.2f)));
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// std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//dragon-normals.obj", "E://Projects//Inferno//resources");
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// std::vector<Triangle*> tris = LoadTrianglesBasic("//home//ben//programming//inferno//resources//dragon-normals.obj", "//home//ben//programming//inferno//resources//resources");
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std::vector<Triangle*> tris = LoadTrianglesBasic("//home//ben//programming//inferno//resources//dragon-normals.obj", "//home//ben//programming//inferno//resources//resources");
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//std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//lucy-normals-larger.obj", "E://Projects//Inferno//resources");
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//std::vector<Triangle*> tris = LoadTrianglesBasic("//home//ben//programming//inferno//resources//lucy-normals.obj", "//home//ben//programming//inferno//resources//resources");
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Mesh* mesh1 = new Mesh(tris);
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mesh1->Translate({ 0.2f, -1.04, -3.8f });
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mesh1->Optimise();
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scene->meshs.push_back(mesh1);
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//Mesh* mesh = new Mesh(tris);
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//mesh->Translate({ 0.0f, -1.01f, -3.0f });
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//mesh->Optimise();
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//scene->meshs.push_back(mesh);
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//std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//box.obj", "E://Projects//Inferno//resources");
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//std::vector<Triangle*> tris = LoadTrianglesBasic("//home//ben//programming//inferno//resources//cornell.obj", "//home//ben//programming//inferno//resources//resources");
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// Mesh* mesh1 = new Mesh(tris);
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// mesh1->Translate({ 0.2f, -1.04, -3.8f });
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// mesh1->Optimise();
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// scene->meshs.push_back(mesh1);
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inferno.SetScene(scene);
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