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-rw-r--r--src/scene.cpp161
1 files changed, 77 insertions, 84 deletions
diff --git a/src/scene.cpp b/src/scene.cpp
index cf22415..a94c603 100644
--- a/src/scene.cpp
+++ b/src/scene.cpp
@@ -6,105 +6,98 @@
#include "utils.hpp"
#include "gltf.hpp"
-void scene::random_scene() {
- material ground_material = { { 0.5, 0.5, 0.5 } };
- 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();
- } else if (choose_mat < 0.95) {
- // metal
- sphere_material.albedo = color::random(0.5, 1);
- sphere_material.metalness = randd(0, 0.5);
- sphere_material.roughness = 0.f;
- } else {
- // glass
- // sphere_material.ior = 1.5;
- sphere_material.metalness = 1.f;
- sphere_material.roughness = 0.f;
- }
-
- spheres.emplace_back(center, sphere_material, 0.2);
- }
- }
- }
-
- material material1 = {};
- // material1.ior = 1.5;
- spheres.emplace_back(vec3 { 0, 1, 0 }, material1, 1.0);
-
- material material2 = {};
- material2.albedo = color{ 0.4, 0.2, 0.1 };
- spheres.emplace_back(vec3 { -4, 1, 0 }, material2, 1.0);
-
- material material3 = {};
- material3.albedo = color{ 0.7, 0.6, 0.5 };
- material3.roughness = 0.0;
- 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.roughness = 0.0;
- 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 } };
+// 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.base_color = color::random() * color::random();
+// } else if (choose_mat < 0.95) {
+// // metal
+// sphere_material.base_color = color::random(0.5, 1);
+// sphere_material.metalness = randd(0, 0.5);
+// sphere_material.roughness = 0.f;
+// } else {
+// // glass
+// // sphere_material.ior = 1.5;
+// sphere_material.metalness = 1.f;
+// sphere_material.roughness = 0.f;
+// }
+//
+// spheres.emplace_back(center, sphere_material, 0.2);
+// }
+// }
+// }
+//
+// material material1 = {};
+// // material1.ior = 1.5;
+// spheres.emplace_back(vec3 { 0, 1, 0 }, material1, 1.0);
+//
+// material material2 = {};
+// material2.base_color = color{ 0.4, 0.2, 0.1 };
+// spheres.emplace_back(vec3 { -4, 1, 0 }, material2, 1.0);
+//
+// material material3 = {};
+// material3.base_color = color{ 0.7, 0.6, 0.5 };
+// material3.roughness = 0.0;
+// spheres.emplace_back(vec3 { 4, 1, 0 }, material3, 1.0);
+//
+// spheres_count = spheres.size();
+// }
scene::scene(camera cam, uint32_t width, uint32_t height)
:meta(cam, width, height){
- // auto bistro_interior_path = std::filesystem::path("../models/BistroInterior");
- // auto bistro_interior_filename = std::string("BistroInterior.gltf");
- // auto root_node = gltf::load(bistro_interior_path, bistro_interior_filename);
+ auto bistro_interior_path = std::filesystem::path("../models/BistroInterior");
+ auto bistro_interior_filename = std::string("BistroInterior.gltf");
+ auto root_node = gltf::load(bistro_interior_path, bistro_interior_filename);
// auto sponza_path = std::filesystem::path("../models/sponza");
// auto sponza_filename = std::string("Sponza.gltf");
// auto root_node = gltf::load(sponza_path, sponza_filename);
- // std::queue<node> nodes_to_load {};
- // nodes_to_load.push(root_node);
+ std::queue<node> nodes_to_load {};
+ nodes_to_load.push(root_node);
- // while(nodes_to_load.size() != 0) {
- // auto &node = nodes_to_load.front();
+ while(nodes_to_load.size() != 0) {
+ auto &node = nodes_to_load.front();
- // if (node.mesh) {
- // auto &mesh = node.mesh.value();
- // for (auto& mesh_part: mesh.parts) {
- // 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];
+ if (node.mesh) {
+ auto &mesh = node.mesh.value();
+ for (auto& mesh_part: mesh.parts) {
+ 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] };
- // auto v2 = vertex { .position = mesh_part.positions[i2] };
- // auto v3 = vertex { .position = mesh_part.positions[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);
+ }
+ }
+ }
- // for (auto &node: node.children) {
- // nodes_to_load.push(node);
- // }
+ for (auto &node: node.children) {
+ nodes_to_load.push(node);
+ }
- // nodes_to_load.pop();
- // }
+ nodes_to_load.pop();
+ }
- random_scene();
+ // random_scene();
- // bvh builder(triangles, packed_nodes);
- bvh builder(spheres, packed_nodes);
- // builder.exporter();
+ bvh builder(triangles, packed_nodes);
+ // bvh builder(spheres, packed_nodes);
}