rays are tracing but triangles aren't winding
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@@ -15,7 +15,7 @@ typedef struct _CameraImpl {
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typedef struct Viewport {
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typedef struct Viewport {
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glm::ivec2 Raster = {1920, 1080};
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glm::ivec2 Raster = {1920, 1080};
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glm::ivec2 Ray = {200, 200};
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glm::ivec2 Ray = {50, 50};
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} Viewports;
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} Viewports;
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typedef struct Camera {
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typedef struct Camera {
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@@ -9,6 +9,7 @@ class Ray;
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struct HitInfo
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struct HitInfo
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{
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{
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Ray* Caller;
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Ray* Caller;
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bool Did;
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glm::vec2 UV;
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glm::vec2 UV;
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glm::vec3 SurfaceNormal;
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glm::vec3 SurfaceNormal;
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float Distance;
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float Distance;
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@@ -36,7 +36,9 @@ bool triangle_ray_collide(Ray* ray, float* t, glm::vec3 vertex0, glm::vec3 verte
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HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
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HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
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{
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{
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HitInfo* info = nullptr;
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HitInfo* info = new HitInfo;
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info->Distance = INFINITY;
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info->Did = false;
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for (auto* mesh : scene::scene_object_get_meshs(object)) {
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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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// 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 uint32_t* ind;
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@@ -46,11 +48,21 @@ HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
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mesh->getVerticies(&verts, &norms);
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mesh->getVerticies(&verts, &norms);
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float t = INFINITY;
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float t = INFINITY;
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for (int i = 0; i < mesh->getIndexCount(); i += 3) {
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for (int i = 0; i < mesh->getIndexCount(); i++) {
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uint32_t index = ind[i];
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uint32_t index = ind[i];
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glm::vec3 a = { };
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glm::vec3 a = { verts[3 * index + 0], verts[3 * index + 1], verts[3 * index + 2] };
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glm::vec3 b = { };
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glm::vec3 b = { verts[3 * index + 3], verts[3 * index + 4], verts[3 * index + 5] };
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glm::vec3 c = { };
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glm::vec3 c = { verts[3 * index + 6], verts[3 * index + 7], verts[3 * index + 8] };
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float temp_t;
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if (!triangle_ray_collide(ray, &temp_t, a, b, c))
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continue;
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info->Did = true;
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if (temp_t < t) {
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t = temp_t;
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info->Distance = t;
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}
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}
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}
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}
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}
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return info;
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return info;
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@@ -16,6 +16,7 @@
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#include <scene/camera.hpp>
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#include <scene/camera.hpp>
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#include <iostream>
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#include <iostream>
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#include <cstring>
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namespace inferno::graphics {
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namespace inferno::graphics {
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@@ -31,6 +32,7 @@ RayRenderer* rayr_create(scene::Scene* scene)
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yolo::debug("Raytracing Rendering {}x{} viewport", renderer->Viewport.x, renderer->Viewport.y);
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yolo::debug("Raytracing Rendering {}x{} viewport", renderer->Viewport.x, renderer->Viewport.y);
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renderer->RenderData = new glm::fvec4[renderer->Viewport.x * renderer->Viewport.y];
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renderer->RenderData = new glm::fvec4[renderer->Viewport.x * renderer->Viewport.y];
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memset(renderer->RenderData, 0, renderer->Viewport.x * renderer->Viewport.y * sizeof(glm::fvec4));
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glGenTextures(1, &renderer->RenderTargetTexture);
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glGenTextures(1, &renderer->RenderTargetTexture);
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glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetTexture);
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glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetTexture);
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@@ -94,6 +96,9 @@ glm::fvec4* rayr_get_render_data(RayRenderer* renderer)
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void rayr_prepare(RayRenderer* renderer)
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void rayr_prepare(RayRenderer* renderer)
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{
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{
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// TODO: This is TEMP
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memset(renderer->RenderData, 0, renderer->Viewport.x * renderer->Viewport.y * sizeof(glm::fvec4));
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assert(renderer->Scene != nullptr);
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assert(renderer->Scene != nullptr);
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if (scene::scene_did_update(renderer->Scene)) {
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if (scene::scene_did_update(renderer->Scene)) {
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yolo::debug("Scene updated, rebuilding acceleration structure");
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yolo::debug("Scene updated, rebuilding acceleration structure");
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@@ -113,11 +118,16 @@ void rayr_draw(RayRenderer* renderer)
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for (int x = 0; x < renderer->Viewport.x; x++) {
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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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for (int y = 0; y < renderer->Viewport.y; y++) {
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rays::Ray* ray = startRays.Field[x * renderer->Viewport.y + y];
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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 + 0.5, ray->Direction.y + 0.5, ray->Direction.z + 0.5, 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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// 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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for (auto& obj : scene::scene_get_renderables(renderer->Scene)) {
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rays::object_ray_collide(obj, ray);
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rays::HitInfo* hit = rays::object_ray_collide(obj, ray);
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if (hit->Did) {
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glm::vec3 hit_distance = glm::vec3{ hit->Distance };
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hit_distance /= 10;
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renderer->RenderData[y * renderer->Viewport.x + x] = { hit_distance, 1.0 };
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}
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delete hit;
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}
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}
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}
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}
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}
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}
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@@ -84,7 +84,6 @@ int Mesh::getVerticies(const float** v, const float** n)
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int Mesh::getIndicies(const uint32_t** i)
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int Mesh::getIndicies(const uint32_t** i)
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{
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{
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*i = &mObjLoader->getFaces()[0];
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*i = &mObjLoader->getFaces()[0];
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yolo::debug("{}", &mObjLoader->getFaces()[0]);
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return mObjLoader->getIndexCount();
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return mObjLoader->getIndexCount();
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}
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}
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