rays are tracing but triangles aren't winding

This commit is contained in:
Benjamin Kyd
2023-10-21 01:29:46 +01:00
parent 7c0b6286ff
commit 9329c4457a
5 changed files with 31 additions and 9 deletions

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@@ -15,7 +15,7 @@ typedef struct _CameraImpl {
typedef struct Viewport {
glm::ivec2 Raster = {1920, 1080};
glm::ivec2 Ray = {200, 200};
glm::ivec2 Ray = {50, 50};
} Viewports;
typedef struct Camera {

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@@ -9,6 +9,7 @@ class Ray;
struct HitInfo
{
Ray* Caller;
bool Did;
glm::vec2 UV;
glm::vec3 SurfaceNormal;
float Distance;

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@@ -36,7 +36,9 @@ bool triangle_ray_collide(Ray* ray, float* t, glm::vec3 vertex0, glm::vec3 verte
HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
{
HitInfo* info = nullptr;
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;
@@ -46,11 +48,21 @@ HitInfo* object_ray_collide(scene::SceneObject* object, Ray* ray)
mesh->getVerticies(&verts, &norms);
float t = INFINITY;
for (int i = 0; i < mesh->getIndexCount(); i += 3) {
for (int i = 0; i < mesh->getIndexCount(); i++) {
uint32_t index = ind[i];
glm::vec3 a = { };
glm::vec3 b = { };
glm::vec3 c = { };
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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@@ -16,6 +16,7 @@
#include <scene/camera.hpp>
#include <iostream>
#include <cstring>
namespace inferno::graphics {
@@ -31,6 +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);
@@ -94,6 +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");
@@ -113,11 +118,16 @@ void rayr_draw(RayRenderer* renderer)
for (int x = 0; x < renderer->Viewport.x; x++) {
for (int y = 0; y < renderer->Viewport.y; y++) {
rays::Ray* ray = startRays.Field[x * renderer->Viewport.y + y];
renderer->RenderData[y * renderer->Viewport.x + x] = { ray->Direction.x + 0.5, ray->Direction.y + 0.5, ray->Direction.z + 0.5, 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);
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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@@ -84,7 +84,6 @@ int Mesh::getVerticies(const float** v, const float** n)
int Mesh::getIndicies(const uint32_t** i)
{
*i = &mObjLoader->getFaces()[0];
yolo::debug("{}", &mObjLoader->getFaces()[0]);
return mObjLoader->getIndexCount();
}