actual raytracing (almost)
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@@ -1,18 +1,59 @@
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#include "object_tracer.hpp"
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#include "scene/object.hpp"
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#include <cmath>
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#include <maths.hpp>
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#include <yolo/yolo.hpp>
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namespace inferno::graphics::rays {
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bool triangle_ray_collide(Ray* ray, float* t, glm::vec3 vertex0, glm::vec3 vertex1, glm::vec3 vertex2)
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{
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glm::vec3 edge1, edge2, h, s, q;
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float a, f, u, v;
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edge1 = vertex1 - vertex0;
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edge2 = vertex2 - vertex0;
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h = glm::cross(ray->Direction, edge2);
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a = glm::dot(edge1, h);
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if (a > -helpers::EPSILON && a < helpers::EPSILON)
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return false; // This ray is parallel to this triangle.
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f = 1.0 / a;
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s = ray->Origin - vertex0;
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u = f * glm::dot(s, h);
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if (u < 0.0 || u > 1.0)
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return false;
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q = glm::cross(s, edge1);
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v = f * glm::dot(ray->Direction, q);
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if (v < 0.0 || u + v > 1.0)
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return false;
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// At this stage we can compute t to find out where the intersection point is on the line.
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*t = f * glm::dot(edge2, q);
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if (*t > helpers::EPSILON) // ray intersection
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return true;
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else // This means that there is a line intersection but not a ray intersection.
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return false;
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}
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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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const uint32_t* ind;
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const float* verts;
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const float* norms;
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mesh->getIndicies(&ind);
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mesh->getVerticies(&verts, &norms);
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float t = INFINITY;
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for (int i = 0; i < mesh->getIndexCount(); i += 3) {
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uint32_t index = ind[i];
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glm::vec3 a = { };
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glm::vec3 b = { };
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glm::vec3 c = { };
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}
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}
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return info;
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}
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}
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