put some raytracing stuff about
This commit is contained in:
2
TODO
2
TODO
@@ -1,3 +1,3 @@
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[ ] The main thread is constantly polling for changes in the render texture, consider using a notification mechanism instead. For example, you could use a callback function that the renderer registers with the render texture, which is called whenever the texture is updated.
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[x] The main thread is constantly polling for changes in the render texture, consider using a notification mechanism instead. For example, you could use a callback function that the renderer registers with the render texture, which is called whenever the texture is updated.
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[ ]
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@@ -15,7 +15,7 @@ typedef struct _CameraImpl {
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typedef struct Viewport {
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glm::ivec2 Raster = {1920, 1080};
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glm::ivec2 Ray = {1920, 1080};
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glm::ivec2 Ray = {200, 200};
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} Viewports;
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typedef struct Camera {
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@@ -1,14 +0,0 @@
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#pragma once
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#include <hart_graphics.hpp>
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namespace inferno {
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struct Ray
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{
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glm::vec3 Origin;
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glm::vec3 Direction;
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uint32_t Reference;
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};
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}
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@@ -21,6 +21,8 @@ extern "C"
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#include <vector>
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namespace inferno {
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namespace graphics::rays {
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class Ray;
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using RayField = std::vector<Ray*>;
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}
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using RayField = std::vector<graphics::rays::Ray*>;
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}
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@@ -94,22 +94,28 @@ InfernoApp* inferno_create()
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graphics::shader_link(basicShader);
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basicMaterial->setGlShader(basicShader);
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scene::Mesh* mesh = new scene::Mesh;
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mesh->loadOBJ("res/lucy.obj");
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mesh->ready();
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mesh->setMaterial(basicMaterial);
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// scene::Mesh* mesh = new scene::Mesh;
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// mesh->loadOBJ("res/dragon-cornell-size.obj");
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// mesh->ready();
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// mesh->setMaterial(basicMaterial);
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// scene::SceneObject* object = scene::scene_object_create();
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// scene::scene_object_add_mesh(object, mesh);
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// scene::scene_add_object(app->Scene, object);
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scene::SceneObject* object = scene::scene_object_create();
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scene::scene_object_add_mesh(object, mesh);
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scene::Mesh* box = new scene::Mesh;
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box->loadOBJ("res/cornell-box.obj");
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box->ready();
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box->setMaterial(basicMaterial);
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scene::SceneObject* box_object = scene::scene_object_create();
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scene::scene_object_add_mesh(box_object, box);
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scene::scene_add_object(app->Scene, box_object);
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scene::scene_add_object(app->Scene, object);
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app->PreviewRenderer = graphics::preview_create();
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graphics::preview_set_viewport(app->PreviewRenderer, app->Scene->Camera);
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app->RayRenderer = graphics::rayr_create(app->Scene);
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graphics::rayr_set_viewport(app->RayRenderer, app->Scene->Camera);
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return app;
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}
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@@ -2,15 +2,13 @@
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#include <hart_graphics.hpp>
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namespace inferno {
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namespace inferno::graphics::rays {
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class Ray;
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struct HitInfo
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{
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Ray* Caller;
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// indicie of hit ^ mesh idx of hit
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int Identifier;
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glm::vec2 UV;
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glm::vec3 SurfaceNormal;
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float Distance;
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18
src/renderer/object_tracer.cpp
Normal file
18
src/renderer/object_tracer.cpp
Normal file
@@ -0,0 +1,18 @@
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#include "object_tracer.hpp"
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#include "scene/object.hpp"
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#include <yolo/yolo.hpp>
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namespace inferno::graphics::rays {
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HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
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{
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HitInfo* info = nullptr;
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for (auto* mesh : scene::scene_object_get_meshs(object)) {
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// extract triangles and loop over them, if there is a hit - we return
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}
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return info;
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}
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}
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13
src/renderer/object_tracer.hpp
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13
src/renderer/object_tracer.hpp
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@@ -0,0 +1,13 @@
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#pragma once
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#include <scene/object.hpp>
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#include <scene/mesh.hpp>
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#include <renderer/hit.hpp>
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#include <renderer/ray.hpp>
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namespace inferno::graphics::rays {
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HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray);
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}
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@@ -0,0 +1,14 @@
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#pragma once
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#include <hart_graphics.hpp>
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namespace inferno::graphics::rays {
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struct Ray
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{
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glm::vec3 Origin;
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glm::vec3 Direction;
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uint32_t Reference;
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};
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}
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@@ -1,70 +1,50 @@
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// #include "ray_source.hpp"
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//
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// #include <iostream>
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//
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// #include <maths.hpp>
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//
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// #include <scene/camera.hpp>
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//
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// #include <tracing/ray.hpp>
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//
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// using namespace inferno;
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//
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// RaySource::RaySource(Camera* camera)
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// : mReferenceCamera(camera)
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// {
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// this->generate();
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// }
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//
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// RaySource::~RaySource()
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// {
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//
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// }
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//
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// void RaySource::generate()
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// {
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// // const float aspect = mReferenceCamera->getRayViewport().x / mReferenceCamera->getRayViewport().y;
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// // float scale = tan(mReferenceCamera->FOV / 2.0f * helpers::PI / 180.0f);
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// }
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//
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// ReferencedRayField RaySource::getInitialRays(bool MSAA)
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// {
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// if (mReferenceCamera->didUpdate())
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// {
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// this->generate();
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// }
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//
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// RayField field;
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// field.reserve(mReferenceCamera->getRayViewport().x * mReferenceCamera->getRayViewport().y);
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//
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// const float aspect = mReferenceCamera->getRayViewport().x / mReferenceCamera->getRayViewport().y;
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// float scale = tan(mReferenceCamera->FOV / 2.0f * helpers::PI / 180.0f);
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//
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// glm::mat4 cameraToWorld = mReferenceCamera->getCameraLook();
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// glm::vec3 origin = mReferenceCamera->Position;
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//
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// std::unordered_map<uint32_t, glm::ivec2> reference;
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//
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// uint32_t i = 0;
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// for (int x = 0; x < mReferenceCamera->getRayViewport().x; x++)
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// for (int y = 0; y < mReferenceCamera->getRayViewport().y; y++)
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// {
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// float Px = (2.0f * ((x + 0.5f) / mReferenceCamera->getRayViewport().x) - 1.0f) * scale * aspect;
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// float Py = (2.0f * ((y + 0.5f) / mReferenceCamera->getRayViewport().y) - 1.0f) * scale;
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//
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// Ray* ray = new Ray{};
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//
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// glm::vec4 dir4 = glm::vec4(Px, Py, -1.0f, 1.0f) * cameraToWorld;
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// glm::vec3 dir3 = glm::vec3(dir4) / dir4.w;
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// ray->Direction = glm::normalize(dir3);
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//
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// ray->Origin = origin;
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// ray->Reference = i;
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// reference[i] = {x, y};
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//
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// field.push_back(ray);
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// i++;
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// }
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//
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// return { field, reference };
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// }
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#include "ray_source.hpp"
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#include <iostream>
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#include <maths.hpp>
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#include <scene/camera.hpp>
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#include <renderer/ray.hpp>
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namespace inferno::graphics::rays {
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ReferencedRayField generate_initial_rays(graphics::Camera* camera, bool MSAA)
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{
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auto viewport = graphics::camera_ray_get_viewport(camera);
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RayField field;
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field.reserve(viewport.x * viewport.y);
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const float aspect = static_cast<float>(viewport.x) / static_cast<float>(viewport.y);
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float scale = tan(camera->FOV / 2.0f * helpers::PI / 180.0f);
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glm::mat4 cameraToWorld = graphics::camera_get_look(camera);
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glm::vec3 origin = camera->Position;
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std::unordered_map<uint32_t, glm::ivec2> reference;
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uint32_t i = 0;
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for (int x = 0; x < viewport.x; x++)
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for (int y = 0; y < viewport.y; y++) {
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float Px = (2.0f * ((x + 0.5f) / viewport.x) - 1.0f) * scale * aspect;
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float Py = (2.0f * ((y + 0.5f) / viewport.y) - 1.0f) * scale;
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Ray* ray = new Ray {};
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glm::vec4 dir4 = glm::vec4(Px, Py, -1.0f, 1.0f) * cameraToWorld;
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glm::vec3 dir3 = glm::vec3(dir4) / dir4.w;
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ray->Direction = glm::normalize(dir3);
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ray->Origin = origin;
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ray->Reference = i;
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reference[i] = { x, y };
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field.push_back(ray);
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i++;
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}
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return { field, reference };
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}
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} // namespace inferno::graphics::rays
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@@ -1,33 +1,23 @@
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// #pragma once
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//
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// #include <vector>
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// #include <unordered_map>
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//
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// #include <graphics.hpp>
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//
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// #include <tracing/ray.hpp>
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//
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// namespace inferno {
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//
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// class Camera;
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//
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// struct ReferencedRayField {
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// RayField Field;
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// std::unordered_map<uint32_t, glm::ivec2> Reference;
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// };
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//
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//
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// class RaySource
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// {
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// public:
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// RaySource(Camera* camera);
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// ~RaySource();
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//
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// void generate();
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// ReferencedRayField getInitialRays(bool MSAA);
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//
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// private:
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// Camera* mReferenceCamera;
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// };
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//
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// }
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#pragma once
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#include <vector>
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#include <unordered_map>
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#include <graphics.hpp>
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#include <renderer/ray.hpp>
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namespace inferno::graphics {
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class Camera;
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}
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namespace inferno::graphics::rays {
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struct ReferencedRayField {
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RayField Field;
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std::unordered_map<uint32_t, glm::ivec2> Reference;
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};
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ReferencedRayField generate_initial_rays(Camera* camera, bool MSAA);
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}
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@@ -2,11 +2,12 @@
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#include <graphics.hpp>
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#include <renderer/hit.hpp>
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#include <renderer/object_tracer.hpp>
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#include <renderer/ray.hpp>
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#include <scene/camera.hpp>
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#include <scene/mesh.hpp>
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#include <scene/scene.hpp>
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#include <tracing/hit.hpp>
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#include <tracing/ray.hpp>
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#include "ray_source.hpp"
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@@ -102,14 +103,22 @@ void rayr_prepare(RayRenderer* renderer)
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void rayr_draw(RayRenderer* renderer)
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{
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rayr_prepare(renderer);
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scene::scene_frame_tick(renderer->Scene);
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// TODO: Rays should definately be bump allocated if possible, this is KBs of
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// ray data and nothing else being reallocated every frame for no reason
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// ReferencedRayField startRays = mRaySource->getInitialRays(true);
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rays::ReferencedRayField startRays = rays::generate_initial_rays(scene::scene_get_camera(renderer->Scene), true);
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for (int x = 0; x < renderer->Viewport.x; x++) {
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for (int y = 0; y < renderer->Viewport.y; y++) {
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renderer->RenderData[y * renderer->Viewport.x + x] = { 0.1f, 1.0f, 0.1f, 1.0f };
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rays::Ray* ray = startRays.Field[x * renderer->Viewport.y + y];
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renderer->RenderData[y * renderer->Viewport.x + x] = { ray->Direction.x, ray->Direction.y, ray->Direction.z, 1.0f };
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// we want to iterate over every object in the scene and then ask that object for an intersection
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for (auto& obj : scene::scene_get_renderables(renderer->Scene)) {
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rays::object_ray_collide(obj, ray);
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}
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}
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}
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}
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@@ -0,0 +1,8 @@
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#pragma once
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namespace inferno::graphics::rays {
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}
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