Merge pull request #4 from benkyd/dev

Dev
This commit is contained in:
Benjamin Kyd
2023-10-26 03:28:37 +01:00
committed by GitHub
21 changed files with 230 additions and 142 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 { typedef struct Viewport {
glm::ivec2 Raster = {1920, 1080}; glm::ivec2 Raster = {1920, 1080};
glm::ivec2 Ray = {1920, 1080}; glm::ivec2 Ray = {50, 50};
} Viewports; } Viewports;
typedef struct Camera { 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> #include <vector>
namespace inferno { namespace inferno {
namespace graphics::rays {
class Ray; 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); graphics::shader_link(basicShader);
basicMaterial->setGlShader(basicShader); basicMaterial->setGlShader(basicShader);
scene::Mesh* mesh = new scene::Mesh; // scene::Mesh* mesh = new scene::Mesh;
mesh->loadOBJ("res/lucy.obj"); // mesh->loadOBJ("res/dragon-cornell-size.obj");
mesh->ready(); // mesh->ready();
mesh->setMaterial(basicMaterial); // 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::Mesh* box = new scene::Mesh;
scene::scene_object_add_mesh(object, 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(); app->PreviewRenderer = graphics::preview_create();
graphics::preview_set_viewport(app->PreviewRenderer, app->Scene->Camera); graphics::preview_set_viewport(app->PreviewRenderer, app->Scene->Camera);
app->RayRenderer = graphics::rayr_create(app->Scene); app->RayRenderer = graphics::rayr_create(app->Scene);
graphics::rayr_set_viewport(app->RayRenderer, app->Scene->Camera); graphics::rayr_set_viewport(app->RayRenderer, app->Scene->Camera);
return app; return app;
} }

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@@ -2,15 +2,14 @@
#include <hart_graphics.hpp> #include <hart_graphics.hpp>
namespace inferno { namespace inferno::graphics::rays {
class Ray; class Ray;
struct HitInfo struct HitInfo
{ {
Ray* Caller; Ray* Caller;
// indicie of hit ^ mesh idx of hit bool Did;
int Identifier;
glm::vec2 UV; glm::vec2 UV;
glm::vec3 SurfaceNormal; glm::vec3 SurfaceNormal;
float Distance; float Distance;

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@@ -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;
}
}

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

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

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@@ -2,11 +2,12 @@
#include <graphics.hpp> #include <graphics.hpp>
#include <renderer/hit.hpp>
#include <renderer/object_tracer.hpp>
#include <renderer/ray.hpp>
#include <scene/camera.hpp> #include <scene/camera.hpp>
#include <scene/mesh.hpp> #include <scene/mesh.hpp>
#include <scene/scene.hpp> #include <scene/scene.hpp>
#include <tracing/hit.hpp>
#include <tracing/ray.hpp>
#include "ray_source.hpp" #include "ray_source.hpp"
@@ -15,6 +16,7 @@
#include <scene/camera.hpp> #include <scene/camera.hpp>
#include <iostream> #include <iostream>
#include <cstring>
namespace inferno::graphics { 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); yolo::debug("Raytracing Rendering {}x{} viewport", renderer->Viewport.x, renderer->Viewport.y);
renderer->RenderData = new glm::fvec4[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); glGenTextures(1, &renderer->RenderTargetTexture);
glBindTexture(GL_TEXTURE_2D, 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) 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); assert(renderer->Scene != nullptr);
if (scene::scene_did_update(renderer->Scene)) { if (scene::scene_did_update(renderer->Scene)) {
yolo::debug("Scene updated, rebuilding acceleration structure"); yolo::debug("Scene updated, rebuilding acceleration structure");
@@ -102,14 +108,27 @@ void rayr_prepare(RayRenderer* renderer)
void rayr_draw(RayRenderer* renderer) void rayr_draw(RayRenderer* renderer)
{ {
rayr_prepare(renderer);
scene::scene_frame_tick(renderer->Scene); scene::scene_frame_tick(renderer->Scene);
// TODO: Rays should definately be bump allocated if possible, this is KBs of // 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 // 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 x = 0; x < renderer->Viewport.x; x++) {
for (int y = 0; y < renderer->Viewport.y; y++) { 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;
}
} }
} }
} }

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

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@@ -74,16 +74,16 @@ void Mesh::ready()
yolo::debug("Mesh for preview 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]; *v = &mObjLoader->getPositions()[0];
*n = (void*)&mObjLoader->getNormals()[0]; *n = &mObjLoader->getNormals()[0];
return mObjLoader->getVertCount(); 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(); return mObjLoader->getIndexCount();
} }

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@@ -26,8 +26,8 @@ public:
void loadOBJ(std::filesystem::path file); void loadOBJ(std::filesystem::path file);
void ready(); void ready();
int getVerticies(void** v, void** n); int getVerticies(const float** v, const float** n);
int getIndicies(void** i); int getIndicies(const uint32_t** i);
int getIndexCount(); int getIndexCount();