2
TODO
2
TODO
@@ -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.
|
||||
[ ]
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ typedef struct _CameraImpl {
|
||||
|
||||
typedef struct Viewport {
|
||||
glm::ivec2 Raster = {1920, 1080};
|
||||
glm::ivec2 Ray = {1920, 1080};
|
||||
glm::ivec2 Ray = {50, 50};
|
||||
} Viewports;
|
||||
|
||||
typedef struct Camera {
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <hart_graphics.hpp>
|
||||
|
||||
namespace inferno {
|
||||
|
||||
struct Ray
|
||||
{
|
||||
glm::vec3 Origin;
|
||||
glm::vec3 Direction;
|
||||
uint32_t Reference;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -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*>;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -2,15 +2,14 @@
|
||||
|
||||
#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;
|
||||
bool Did;
|
||||
glm::vec2 UV;
|
||||
glm::vec3 SurfaceNormal;
|
||||
float Distance;
|
||||
71
src/renderer/object_tracer.cpp
Normal file
71
src/renderer/object_tracer.cpp
Normal file
@@ -0,0 +1,71 @@
|
||||
#include "object_tracer.hpp"
|
||||
#include "scene/object.hpp"
|
||||
|
||||
#include <cmath>
|
||||
#include <maths.hpp>
|
||||
#include <yolo/yolo.hpp>
|
||||
|
||||
namespace inferno::graphics::rays {
|
||||
|
||||
bool triangle_ray_collide(Ray* ray, float* t, glm::vec3 vertex0, glm::vec3 vertex1, glm::vec3 vertex2)
|
||||
{
|
||||
glm::vec3 edge1, edge2, h, s, q;
|
||||
float a, f, u, v;
|
||||
edge1 = vertex1 - vertex0;
|
||||
edge2 = vertex2 - vertex0;
|
||||
h = glm::cross(ray->Direction, edge2);
|
||||
a = glm::dot(edge1, h);
|
||||
if (a > -helpers::EPSILON && a < helpers::EPSILON)
|
||||
return false; // This ray is parallel to this triangle.
|
||||
f = 1.0 / a;
|
||||
s = ray->Origin - vertex0;
|
||||
u = f * glm::dot(s, h);
|
||||
if (u < 0.0 || u > 1.0)
|
||||
return false;
|
||||
q = glm::cross(s, edge1);
|
||||
v = f * glm::dot(ray->Direction, q);
|
||||
if (v < 0.0 || u + v > 1.0)
|
||||
return false;
|
||||
// At this stage we can compute t to find out where the intersection point is on the line.
|
||||
*t = f * glm::dot(edge2, q);
|
||||
if (*t > helpers::EPSILON) // ray intersection
|
||||
return true;
|
||||
else // This means that there is a line intersection but not a ray intersection.
|
||||
return false;
|
||||
}
|
||||
|
||||
HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
|
||||
{
|
||||
HitInfo* info = new HitInfo;
|
||||
info->Distance = INFINITY;
|
||||
info->Did = false;
|
||||
for (auto* mesh : scene::scene_object_get_meshs(object)) {
|
||||
// extract triangles and loop over them, if there is a hit - we return
|
||||
const uint32_t* ind;
|
||||
const float* verts;
|
||||
const float* norms;
|
||||
mesh->getIndicies(&ind);
|
||||
mesh->getVerticies(&verts, &norms);
|
||||
|
||||
float t = INFINITY;
|
||||
for (int i = 0; i < mesh->getIndexCount(); i++) {
|
||||
uint32_t index = ind[i];
|
||||
glm::vec3 a = { verts[3 * index + 0], verts[3 * index + 1], verts[3 * index + 2] };
|
||||
glm::vec3 b = { verts[3 * index + 3], verts[3 * index + 4], verts[3 * index + 5] };
|
||||
glm::vec3 c = { verts[3 * index + 6], verts[3 * index + 7], verts[3 * index + 8] };
|
||||
|
||||
float temp_t;
|
||||
if (!triangle_ray_collide(ray, &temp_t, a, b, c))
|
||||
continue;
|
||||
|
||||
info->Did = true;
|
||||
if (temp_t < t) {
|
||||
t = temp_t;
|
||||
info->Distance = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
return info;
|
||||
}
|
||||
|
||||
}
|
||||
13
src/renderer/object_tracer.hpp
Normal file
13
src/renderer/object_tracer.hpp
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
|
||||
}
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -15,6 +16,7 @@
|
||||
#include <scene/camera.hpp>
|
||||
|
||||
#include <iostream>
|
||||
#include <cstring>
|
||||
|
||||
namespace inferno::graphics {
|
||||
|
||||
@@ -30,6 +32,7 @@ RayRenderer* rayr_create(scene::Scene* scene)
|
||||
|
||||
yolo::debug("Raytracing Rendering {}x{} viewport", renderer->Viewport.x, renderer->Viewport.y);
|
||||
renderer->RenderData = new glm::fvec4[renderer->Viewport.x * renderer->Viewport.y];
|
||||
memset(renderer->RenderData, 0, renderer->Viewport.x * renderer->Viewport.y * sizeof(glm::fvec4));
|
||||
|
||||
glGenTextures(1, &renderer->RenderTargetTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetTexture);
|
||||
@@ -93,6 +96,9 @@ glm::fvec4* rayr_get_render_data(RayRenderer* renderer)
|
||||
|
||||
void rayr_prepare(RayRenderer* renderer)
|
||||
{
|
||||
// TODO: This is TEMP
|
||||
memset(renderer->RenderData, 0, renderer->Viewport.x * renderer->Viewport.y * sizeof(glm::fvec4));
|
||||
|
||||
assert(renderer->Scene != nullptr);
|
||||
if (scene::scene_did_update(renderer->Scene)) {
|
||||
yolo::debug("Scene updated, rebuilding acceleration structure");
|
||||
@@ -102,14 +108,27 @@ 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];
|
||||
|
||||
// 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::HitInfo* hit = rays::object_ray_collide(obj, ray);
|
||||
if (hit->Did) {
|
||||
glm::vec3 hit_distance = glm::vec3{ hit->Distance };
|
||||
hit_distance /= 10;
|
||||
renderer->RenderData[y * renderer->Viewport.x + x] = { hit_distance, 1.0 };
|
||||
}
|
||||
delete hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
namespace inferno::graphics::rays {
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -74,16 +74,16 @@ void Mesh::ready()
|
||||
yolo::debug("Mesh for preview ready...");
|
||||
}
|
||||
|
||||
int Mesh::getVerticies(void** v, void** n)
|
||||
int Mesh::getVerticies(const float** v, const float** n)
|
||||
{
|
||||
*v = (void*)&mObjLoader->getPositions()[0];
|
||||
*n = (void*)&mObjLoader->getNormals()[0];
|
||||
*v = &mObjLoader->getPositions()[0];
|
||||
*n = &mObjLoader->getNormals()[0];
|
||||
return mObjLoader->getVertCount();
|
||||
}
|
||||
|
||||
int Mesh::getIndicies(void** i)
|
||||
int Mesh::getIndicies(const uint32_t** i)
|
||||
{
|
||||
*i = (void*)&mObjLoader->getFaces()[0];
|
||||
*i = &mObjLoader->getFaces()[0];
|
||||
return mObjLoader->getIndexCount();
|
||||
}
|
||||
|
||||
|
||||
@@ -26,8 +26,8 @@ public:
|
||||
void loadOBJ(std::filesystem::path file);
|
||||
void ready();
|
||||
|
||||
int getVerticies(void** v, void** n);
|
||||
int getIndicies(void** i);
|
||||
int getVerticies(const float** v, const float** n);
|
||||
int getIndicies(const uint32_t** i);
|
||||
|
||||
int getIndexCount();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user