put some raytracing stuff about

This commit is contained in:
Benjamin Kyd
2023-10-20 22:49:51 +01:00
parent c059d1881b
commit 0cbcd608b2
19 changed files with 159 additions and 135 deletions

2
TODO
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@@ -1,3 +1,3 @@
[ ] 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.
[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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@@ -15,7 +15,7 @@ typedef struct _CameraImpl {
typedef struct Viewport {
glm::ivec2 Raster = {1920, 1080};
glm::ivec2 Ray = {1920, 1080};
glm::ivec2 Ray = {200, 200};
} Viewports;
typedef struct Camera {

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@@ -1,14 +0,0 @@
#pragma once
#include <hart_graphics.hpp>
namespace inferno {
struct Ray
{
glm::vec3 Origin;
glm::vec3 Direction;
uint32_t Reference;
};
}

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@@ -21,6 +21,8 @@ extern "C"
#include <vector>
namespace inferno {
namespace graphics::rays {
class Ray;
using RayField = std::vector<Ray*>;
}
using RayField = std::vector<graphics::rays::Ray*>;
}

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@@ -94,22 +94,28 @@ InfernoApp* inferno_create()
graphics::shader_link(basicShader);
basicMaterial->setGlShader(basicShader);
scene::Mesh* mesh = new scene::Mesh;
mesh->loadOBJ("res/lucy.obj");
mesh->ready();
mesh->setMaterial(basicMaterial);
// scene::Mesh* mesh = new scene::Mesh;
// mesh->loadOBJ("res/dragon-cornell-size.obj");
// mesh->ready();
// mesh->setMaterial(basicMaterial);
// scene::SceneObject* object = scene::scene_object_create();
// scene::scene_object_add_mesh(object, mesh);
// scene::scene_add_object(app->Scene, object);
scene::SceneObject* object = scene::scene_object_create();
scene::scene_object_add_mesh(object, mesh);
scene::Mesh* box = new scene::Mesh;
box->loadOBJ("res/cornell-box.obj");
box->ready();
box->setMaterial(basicMaterial);
scene::SceneObject* box_object = scene::scene_object_create();
scene::scene_object_add_mesh(box_object, box);
scene::scene_add_object(app->Scene, box_object);
scene::scene_add_object(app->Scene, object);
app->PreviewRenderer = graphics::preview_create();
graphics::preview_set_viewport(app->PreviewRenderer, app->Scene->Camera);
app->RayRenderer = graphics::rayr_create(app->Scene);
graphics::rayr_set_viewport(app->RayRenderer, app->Scene->Camera);
return app;
}

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@@ -2,15 +2,13 @@
#include <hart_graphics.hpp>
namespace inferno {
namespace inferno::graphics::rays {
class Ray;
struct HitInfo
{
Ray* Caller;
// indicie of hit ^ mesh idx of hit
int Identifier;
glm::vec2 UV;
glm::vec3 SurfaceNormal;
float Distance;

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@@ -0,0 +1,18 @@
#include "object_tracer.hpp"
#include "scene/object.hpp"
#include <yolo/yolo.hpp>
namespace inferno::graphics::rays {
HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
{
HitInfo* info = nullptr;
for (auto* mesh : scene::scene_object_get_meshs(object)) {
// extract triangles and loop over them, if there is a hit - we return
}
return info;
}
}

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@@ -0,0 +1,13 @@
#pragma once
#include <scene/object.hpp>
#include <scene/mesh.hpp>
#include <renderer/hit.hpp>
#include <renderer/ray.hpp>
namespace inferno::graphics::rays {
HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray);
}

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@@ -0,0 +1,14 @@
#pragma once
#include <hart_graphics.hpp>
namespace inferno::graphics::rays {
struct Ray
{
glm::vec3 Origin;
glm::vec3 Direction;
uint32_t Reference;
};
}

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@@ -1,70 +1,50 @@
// #include "ray_source.hpp"
//
// #include <iostream>
//
// #include <maths.hpp>
//
// #include <scene/camera.hpp>
//
// #include <tracing/ray.hpp>
//
// using namespace inferno;
//
// RaySource::RaySource(Camera* camera)
// : mReferenceCamera(camera)
// {
// this->generate();
// }
//
// RaySource::~RaySource()
// {
//
// }
//
// void RaySource::generate()
// {
// // const float aspect = mReferenceCamera->getRayViewport().x / mReferenceCamera->getRayViewport().y;
// // float scale = tan(mReferenceCamera->FOV / 2.0f * helpers::PI / 180.0f);
// }
//
// ReferencedRayField RaySource::getInitialRays(bool MSAA)
// {
// if (mReferenceCamera->didUpdate())
// {
// this->generate();
// }
//
// RayField field;
// field.reserve(mReferenceCamera->getRayViewport().x * mReferenceCamera->getRayViewport().y);
//
// const float aspect = mReferenceCamera->getRayViewport().x / mReferenceCamera->getRayViewport().y;
// float scale = tan(mReferenceCamera->FOV / 2.0f * helpers::PI / 180.0f);
//
// glm::mat4 cameraToWorld = mReferenceCamera->getCameraLook();
// glm::vec3 origin = mReferenceCamera->Position;
//
// std::unordered_map<uint32_t, glm::ivec2> reference;
//
// uint32_t i = 0;
// for (int x = 0; x < mReferenceCamera->getRayViewport().x; x++)
// for (int y = 0; y < mReferenceCamera->getRayViewport().y; y++)
// {
// float Px = (2.0f * ((x + 0.5f) / mReferenceCamera->getRayViewport().x) - 1.0f) * scale * aspect;
// float Py = (2.0f * ((y + 0.5f) / mReferenceCamera->getRayViewport().y) - 1.0f) * scale;
//
// Ray* ray = new Ray{};
//
// glm::vec4 dir4 = glm::vec4(Px, Py, -1.0f, 1.0f) * cameraToWorld;
// glm::vec3 dir3 = glm::vec3(dir4) / dir4.w;
// ray->Direction = glm::normalize(dir3);
//
// ray->Origin = origin;
// ray->Reference = i;
// reference[i] = {x, y};
//
// field.push_back(ray);
// i++;
// }
//
// return { field, reference };
// }
#include "ray_source.hpp"
#include <iostream>
#include <maths.hpp>
#include <scene/camera.hpp>
#include <renderer/ray.hpp>
namespace inferno::graphics::rays {
ReferencedRayField generate_initial_rays(graphics::Camera* camera, bool MSAA)
{
auto viewport = graphics::camera_ray_get_viewport(camera);
RayField field;
field.reserve(viewport.x * viewport.y);
const float aspect = static_cast<float>(viewport.x) / static_cast<float>(viewport.y);
float scale = tan(camera->FOV / 2.0f * helpers::PI / 180.0f);
glm::mat4 cameraToWorld = graphics::camera_get_look(camera);
glm::vec3 origin = camera->Position;
std::unordered_map<uint32_t, glm::ivec2> reference;
uint32_t i = 0;
for (int x = 0; x < viewport.x; x++)
for (int y = 0; y < viewport.y; y++) {
float Px = (2.0f * ((x + 0.5f) / viewport.x) - 1.0f) * scale * aspect;
float Py = (2.0f * ((y + 0.5f) / viewport.y) - 1.0f) * scale;
Ray* ray = new Ray {};
glm::vec4 dir4 = glm::vec4(Px, Py, -1.0f, 1.0f) * cameraToWorld;
glm::vec3 dir3 = glm::vec3(dir4) / dir4.w;
ray->Direction = glm::normalize(dir3);
ray->Origin = origin;
ray->Reference = i;
reference[i] = { x, y };
field.push_back(ray);
i++;
}
return { field, reference };
}
} // namespace inferno::graphics::rays

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@@ -1,33 +1,23 @@
// #pragma once
//
// #include <vector>
// #include <unordered_map>
//
// #include <graphics.hpp>
//
// #include <tracing/ray.hpp>
//
// namespace inferno {
//
// class Camera;
//
// struct ReferencedRayField {
// RayField Field;
// std::unordered_map<uint32_t, glm::ivec2> Reference;
// };
//
//
// class RaySource
// {
// public:
// RaySource(Camera* camera);
// ~RaySource();
//
// void generate();
// ReferencedRayField getInitialRays(bool MSAA);
//
// private:
// Camera* mReferenceCamera;
// };
//
// }
#pragma once
#include <vector>
#include <unordered_map>
#include <graphics.hpp>
#include <renderer/ray.hpp>
namespace inferno::graphics {
class Camera;
}
namespace inferno::graphics::rays {
struct ReferencedRayField {
RayField Field;
std::unordered_map<uint32_t, glm::ivec2> Reference;
};
ReferencedRayField generate_initial_rays(Camera* camera, bool MSAA);
}

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@@ -2,11 +2,12 @@
#include <graphics.hpp>
#include <renderer/hit.hpp>
#include <renderer/object_tracer.hpp>
#include <renderer/ray.hpp>
#include <scene/camera.hpp>
#include <scene/mesh.hpp>
#include <scene/scene.hpp>
#include <tracing/hit.hpp>
#include <tracing/ray.hpp>
#include "ray_source.hpp"
@@ -102,14 +103,22 @@ void rayr_prepare(RayRenderer* renderer)
void rayr_draw(RayRenderer* renderer)
{
rayr_prepare(renderer);
scene::scene_frame_tick(renderer->Scene);
// TODO: Rays should definately be bump allocated if possible, this is KBs of
// ray data and nothing else being reallocated every frame for no reason
// ReferencedRayField startRays = mRaySource->getInitialRays(true);
rays::ReferencedRayField startRays = rays::generate_initial_rays(scene::scene_get_camera(renderer->Scene), true);
for (int x = 0; x < renderer->Viewport.x; x++) {
for (int y = 0; y < renderer->Viewport.y; y++) {
renderer->RenderData[y * renderer->Viewport.x + x] = { 0.1f, 1.0f, 0.1f, 1.0f };
rays::Ray* ray = startRays.Field[x * renderer->Viewport.y + y];
renderer->RenderData[y * renderer->Viewport.x + x] = { ray->Direction.x, ray->Direction.y, ray->Direction.z, 1.0f };
// we want to iterate over every object in the scene and then ask that object for an intersection
for (auto& obj : scene::scene_get_renderables(renderer->Scene)) {
rays::object_ray_collide(obj, ray);
}
}
}
}

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@@ -0,0 +1,8 @@
#pragma once
namespace inferno::graphics::rays {
}