149 lines
4.4 KiB
C++
149 lines
4.4 KiB
C++
#include "progressiverenderer.hpp"
|
|
|
|
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cpp
|
|
#include "../util/tiny_obj_loader.hpp"
|
|
|
|
#include "../common.hpp"
|
|
#include "../pixel.hpp"
|
|
#include "../display/displayinterface.hpp"
|
|
|
|
#include "../definitions/primatives/primative.hpp"
|
|
#include "../definitions/primatives/triangle.hpp"
|
|
#include "../definitions/camera.hpp"
|
|
#include "../definitions/scene.hpp"
|
|
#include "../definitions/ray.hpp"
|
|
|
|
ProgressiveRenderer::ProgressiveRenderer() {
|
|
|
|
}
|
|
|
|
void ProgressiveRenderer::Init(DisplayInterface* interface, Scene* scene) {
|
|
m_interface = interface;
|
|
m_scene = scene;
|
|
}
|
|
|
|
glm::vec3 getNormal(glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {
|
|
glm::vec3 u = p1 - p0;
|
|
glm::vec3 v = p2 - p0;
|
|
|
|
glm::vec3 normal;
|
|
normal.x = u.y * v.z - u.z * v.y;
|
|
normal.y = u.z * v.x - u.x * v.z;
|
|
normal.z = u.x * v.y - u.y - v.x;
|
|
|
|
return normal;
|
|
}
|
|
|
|
std::vector<Primative*> loadTriangles(std::string path) {
|
|
tinyobj::attrib_t attrib;
|
|
std::vector<tinyobj::shape_t> shapes;
|
|
std::vector<tinyobj::material_t> materials;
|
|
|
|
std::string warn, err;
|
|
|
|
bool canLoad = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, path.c_str());
|
|
|
|
if (!err.empty() || !canLoad) {
|
|
std::cerr << "Cannot load obj: '" << path << "': " << err << std::endl;
|
|
exit(0);
|
|
}
|
|
|
|
if (!warn.empty()) {
|
|
std::cerr << "Warning from obj loader while loading obj: '" << path << "': " << warn << std::endl;
|
|
}
|
|
|
|
|
|
std::vector<Triangle*> triangles;
|
|
|
|
|
|
for (size_t s = 0; s < shapes.size(); s++) {
|
|
size_t index_offset = 0;
|
|
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
|
|
int fv = shapes[s].mesh.num_face_vertices[f];
|
|
if (fv == 3) {
|
|
tinyobj::real_t avx[3];
|
|
tinyobj::real_t avy[3];
|
|
tinyobj::real_t avz[3];
|
|
|
|
tinyobj::real_t anx[3];
|
|
tinyobj::real_t any[3];
|
|
tinyobj::real_t anz[3];
|
|
|
|
for (size_t v = 0; v < fv; v++) {
|
|
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
|
|
|
|
avx[v] = attrib.vertices[3 * idx.vertex_index + 0];
|
|
avy[v] = attrib.vertices[3 * idx.vertex_index + 1];
|
|
avz[v] = attrib.vertices[3 * idx.vertex_index + 2];
|
|
|
|
anx[v] = attrib.normals[3 * idx.normal_index + 0];
|
|
any[v] = attrib.normals[3 * idx.normal_index + 1];
|
|
anz[v] = attrib.normals[3 * idx.normal_index + 2];
|
|
}
|
|
|
|
// tinyobj::material_t material = materials[shapes[s].mesh.material_ids[f]];
|
|
|
|
Triangle* tmp = new Triangle {
|
|
{avx[0], avy[0], avz[0]},
|
|
{avx[1], avy[1], avz[1]},
|
|
{avx[2], avy[2], avz[2]},
|
|
|
|
{anx[0], any[0], anz[0]},
|
|
{anx[1], any[1], anz[1]},
|
|
{anx[2], any[2], anz[2]},
|
|
};
|
|
|
|
triangles.push_back(tmp);
|
|
}
|
|
index_offset += fv;
|
|
}
|
|
}
|
|
|
|
std::vector<Primative*> objects;
|
|
|
|
for (const auto& triangle : triangles)
|
|
objects.push_back(triangle);
|
|
|
|
return objects;
|
|
}
|
|
|
|
|
|
void ProgressiveRenderer::Render() {
|
|
m_scene->objects = loadTriangles("/home/ben/programming/inferno/resources/cornell.obj");
|
|
for (const auto& object : m_scene->objects)
|
|
object->Translate({ 0.0f, -1.0f, -3.0f });
|
|
|
|
while (m_interface->Active) {
|
|
|
|
// Take input
|
|
SDL_Event e;
|
|
while (SDL_PollEvent(&e))
|
|
if (e.type == SDL_QUIT) m_interface->Close();
|
|
|
|
#pragma omp parallel for schedule(dynamic)
|
|
for (int x = 0; x < m_scene->w; x++)
|
|
for (int y = 0; y < m_scene->h; y++) {
|
|
Ray ray = m_scene->camera->CastRay(x, y);
|
|
|
|
float t, i;
|
|
bool didhit = TraceRay(ray, m_scene, t, i);
|
|
if (!didhit) {
|
|
m_interface->SetPixelSafe(x, y, 0x000000);
|
|
continue;
|
|
}
|
|
|
|
Primative* hit = m_scene->objects[i];
|
|
glm::vec3 hitPoint = ray.origin + ray.direction * t;
|
|
|
|
|
|
glm::vec3 normal = hit->SurfaceNormal(hitPoint);
|
|
Pixel col((normal.x + 1.0f) * 127.5f, (normal.y + 1.0f) * 127.5f, (normal.z + 1.0f) * 127.5f);
|
|
m_interface->SetPixelSafe(x, y, col.rgb());
|
|
|
|
}
|
|
|
|
// Swap framebuffers
|
|
m_interface->Update();
|
|
}
|
|
}
|