diff options
| author | ladevieq <ladevie.quentin@gmail.com> | 2021-07-25 16:52:28 +0200 |
|---|---|---|
| committer | ladevieq <ladevie.quentin@gmail.com> | 2021-07-25 16:52:28 +0200 |
| commit | 3bfd2d67e1c2d7e2d77c431f54dd68356c94d787 (patch) | |
| tree | c3fbd47d8d273c08c64c363342fff35c04f780d0 /src/scene.cpp | |
| parent | 3dd870b001bef62aaa501257352d968d1346c7f2 (diff) | |
Slowly rendering sponza
Diffstat (limited to 'src/scene.cpp')
| -rw-r--r-- | src/scene.cpp | 154 |
1 files changed, 77 insertions, 77 deletions
diff --git a/src/scene.cpp b/src/scene.cpp index 9fd57eb..8e25be7 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -6,92 +6,92 @@ #include "gltf.hpp"
// Return the number of instantiated spheres
-void scene::random_scene() {
- material ground_material = { { 0.5, 0.5, 0.5 } };
- ground_material.type = MATERIAL_TYPE::LAMBERTIAN;
- spheres.emplace_back(vec3 { 0, -1000, 0 }, ground_material, 1000);
-
- int32_t spheres_count = 11;
- for (int a = -spheres_count; a < spheres_count; a++) {
- for (int b = -spheres_count; b < spheres_count; b++) {
- auto choose_mat = randd();
- point3 center(a + 0.9 * randd(), 0.2, b + 0.9 * randd());
-
- if ((center - point3{ 4, 0.2, 0 }).length() > 0.9) {
- material sphere_material = {};
-
- if (choose_mat < 0.8) {
- // diffuse
- sphere_material.albedo = color::random() * color::random();
- sphere_material.type = MATERIAL_TYPE::LAMBERTIAN;
- } else if (choose_mat < 0.95) {
- // metal
- sphere_material.albedo = color::random(0.5, 1);
- sphere_material.fuzz = randd(0, 0.5);
- sphere_material.type = MATERIAL_TYPE::METAL;
- } else {
- // glass
- sphere_material.ior = 1.5;
- sphere_material.type = MATERIAL_TYPE::DIELECTRIC;
- }
-
- spheres.emplace_back(center, sphere_material, 0.2);
- }
- }
- }
-
- material material1 = {};
- material1.ior = 1.5;
- material1.type = MATERIAL_TYPE::DIELECTRIC;
- spheres.emplace_back(vec3 { 0, 1, 0 }, material1, 1.0);
-
- material material2 = {};
- material2.albedo = color{ 0.4, 0.2, 0.1 };
- material2.type = MATERIAL_TYPE::LAMBERTIAN;
- spheres.emplace_back(vec3 { -4, 1, 0 }, material2, 1.0);
-
- material material3 = {};
- material3.albedo = color{ 0.7, 0.6, 0.5 };
- material3.fuzz = 0.0;
- material3.type = MATERIAL_TYPE::METAL;
- spheres.emplace_back(vec3 { 4, 1, 0 }, material3, 1.0);
-
- material material4 = {};
- material4.albedo = color{ 0.0, 0.0, 0.0 };
- material4.emissive = color{ 1.0, 1.0, 1.0 } * 1000.0;
- material4.fuzz = 0.0;
- material4.type = MATERIAL_TYPE::EMISSIVE;
- spheres.emplace_back(vec3 { 2, 1.5, 2 }, material4, 0.5);
-
- spheres_count = spheres.size();
-}
+// void scene::random_scene() {
+// material ground_material = { { 0.5, 0.5, 0.5 } };
+// ground_material.type = MATERIAL_TYPE::LAMBERTIAN;
+// spheres.emplace_back(vec3 { 0, -1000, 0 }, ground_material, 1000);
+//
+// int32_t spheres_count = 11;
+// for (int a = -spheres_count; a < spheres_count; a++) {
+// for (int b = -spheres_count; b < spheres_count; b++) {
+// auto choose_mat = randd();
+// point3 center(a + 0.9 * randd(), 0.2, b + 0.9 * randd());
+//
+// if ((center - point3{ 4, 0.2, 0 }).length() > 0.9) {
+// material sphere_material = {};
+//
+// if (choose_mat < 0.8) {
+// // diffuse
+// sphere_material.albedo = color::random() * color::random();
+// sphere_material.type = MATERIAL_TYPE::LAMBERTIAN;
+// } else if (choose_mat < 0.95) {
+// // metal
+// sphere_material.albedo = color::random(0.5, 1);
+// sphere_material.fuzz = randd(0, 0.5);
+// sphere_material.type = MATERIAL_TYPE::METAL;
+// } else {
+// // glass
+// sphere_material.ior = 1.5;
+// sphere_material.type = MATERIAL_TYPE::DIELECTRIC;
+// }
+//
+// spheres.emplace_back(center, sphere_material, 0.2);
+// }
+// }
+// }
+//
+// material material1 = {};
+// material1.ior = 1.5;
+// material1.type = MATERIAL_TYPE::DIELECTRIC;
+// spheres.emplace_back(vec3 { 0, 1, 0 }, material1, 1.0);
+//
+// material material2 = {};
+// material2.albedo = color{ 0.4, 0.2, 0.1 };
+// material2.type = MATERIAL_TYPE::LAMBERTIAN;
+// spheres.emplace_back(vec3 { -4, 1, 0 }, material2, 1.0);
+//
+// material material3 = {};
+// material3.albedo = color{ 0.7, 0.6, 0.5 };
+// material3.fuzz = 0.0;
+// material3.type = MATERIAL_TYPE::METAL;
+// spheres.emplace_back(vec3 { 4, 1, 0 }, material3, 1.0);
+//
+// material material4 = {};
+// material4.albedo = color{ 0.0, 0.0, 0.0 };
+// material4.emissive = color{ 1.0, 1.0, 1.0 } * 1000.0;
+// material4.fuzz = 0.0;
+// material4.type = MATERIAL_TYPE::EMISSIVE;
+// spheres.emplace_back(vec3 { 2, 1.5, 2 }, material4, 0.5);
+//
+// spheres_count = spheres.size();
+// }
scene::scene(camera cam, uint32_t width, uint32_t height)
:meta(cam, width, height){
- // auto sponza_path = std::filesystem::path("../models/sponza");
- // auto sponza_filename = std::string("Sponza.gltf");
- // auto mesh = gltf::load(sponza_path, sponza_filename);
+ auto sponza_path = std::filesystem::path("../models/sponza");
+ auto sponza_filename = std::string("Sponza.gltf");
+ auto mesh = gltf::load(sponza_path, sponza_filename);
- // auto node = mesh.nodes[0];
- // for (auto& mesh_part: node) {
- // for (size_t i = 0; i < mesh_part.indices.size(); i += 3) {
- // auto i1 = mesh_part.indices[i];
- // auto i2 = mesh_part.indices[i + 1];
- // auto i3 = mesh_part.indices[i + 2];
+ auto node = mesh.nodes[0];
+ for (auto& mesh_part: node) {
+ for (size_t i = 0; i < mesh_part.indices.size(); i += 3) {
+ auto i1 = mesh_part.indices[i];
+ auto i2 = mesh_part.indices[i + 1];
+ auto i3 = mesh_part.indices[i + 2];
- // auto v1 = vertex { .position = mesh_part.positions[i1], .normal = mesh_part.normals[i1] };
- // auto v2 = vertex { .position = mesh_part.positions[i2], .normal = mesh_part.normals[i2] };
- // auto v3 = vertex { .position = mesh_part.positions[i3], .normal = mesh_part.normals[i3] };
+ auto v1 = vertex { .position = mesh_part.positions[i1], .normal = mesh_part.normals[i1] };
+ auto v2 = vertex { .position = mesh_part.positions[i2], .normal = mesh_part.normals[i2] };
+ auto v3 = vertex { .position = mesh_part.positions[i3], .normal = mesh_part.normals[i3] };
- // triangles.emplace_back(v1, v2, v3);
- // }
- // }
+ triangles.emplace_back(v1, v2, v3);
+ }
+ }
- random_scene();
+ // random_scene();
- // bvh builder(triangles, nodes);
- bvh builder(spheres, nodes);
+ bvh builder(triangles, nodes);
+ // bvh builder(spheres, nodes);
// builder.exporter();
for (uint32_t idx = 0; idx < builder.nodes.size(); idx++) {
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