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-rw-r--r--src/gltf.cpp7
-rw-r--r--src/main.cpp11
-rw-r--r--src/scene.cpp154
3 files changed, 88 insertions, 84 deletions
diff --git a/src/gltf.cpp b/src/gltf.cpp
index 0e74aaf..72219d6 100644
--- a/src/gltf.cpp
+++ b/src/gltf.cpp
@@ -78,11 +78,14 @@ void gltf::load_primitive(json &gltf_json, json &primitive, std::vector<std::vec
auto positions_length = positions_view["byteLength"].get<size_t>();
auto positions_buffer = buffers_content[positions_buffer_index];
- void* positions_start = positions_buffer.data() + positions_offset;
+ float* positions_start = (float*)(positions_buffer.data() + positions_offset);
mesh_part.positions.resize(positions_length / (sizeof(float) * 3));
- std::memcpy(mesh_part.positions.data(), positions_start, positions_length);
+ for (size_t i = 0; i < positions_length / (sizeof(float) * 3); i++) {
+ mesh_part.positions[i] = vec3(positions_start[i * 3], positions_start[i * 3 + 1], positions_start[i * 3 + 2]);
+ }
+ // std::memcpy(mesh_part.positions.data(), positions_start, positions_length);
}
{
diff --git a/src/main.cpp b/src/main.cpp
index 875527f..2634371 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -55,7 +55,7 @@ int main() {
auto start = std::chrono::high_resolution_clock::now();
auto end = std::chrono::high_resolution_clock::now();
- point3 position = { 13.0, 2.0, 3.0 };
+ point3 position = { 13.0, 2.0, -3.0 };
point3 target = { 0.0, 0.0, 0.0 };
auto v_fov = 20;
auto aperture = 0.1;
@@ -63,12 +63,13 @@ int main() {
auto cam = camera(position, target, v_fov, (float)width / (float)height, aperture, focus_distance);
auto main_scene = scene(cam, width, height);
auto can_render = true;
- // vkrenderer renderer { wnd, sizeof(main_scene.meta), sizeof(main_scene.triangles[0]) * main_scene.triangles.size(), sizeof(main_scene.nodes[0]) * main_scene.nodes.size() };
- vkrenderer renderer { wnd, sizeof(main_scene.meta), sizeof(main_scene.spheres[0]) * main_scene.spheres.size(), sizeof(main_scene.nodes[0]) * main_scene.nodes.size() };
+ vkrenderer renderer { wnd, sizeof(main_scene.meta), sizeof(main_scene.triangles[1]) * main_scene.triangles.size(), sizeof(main_scene.nodes[0]) * main_scene.nodes.size() };
+ // vkrenderer renderer { wnd, sizeof(main_scene.meta), sizeof(main_scene.spheres[0]) * main_scene.spheres.size(), sizeof(main_scene.nodes[0]) * main_scene.nodes.size() };
// Upload scene content
std::memcpy(renderer.scene_buffer_ptr(), &main_scene.meta, sizeof(main_scene.meta));
- std::memcpy(renderer.geometry_buffer_ptr(), main_scene.spheres.data(), sizeof(main_scene.spheres[0]) * main_scene.spheres.size());
+ // std::memcpy(renderer.geometry_buffer_ptr(), main_scene.spheres.data(), sizeof(main_scene.spheres[0]) * main_scene.spheres.size());
+ std::memcpy(renderer.geometry_buffer_ptr(), main_scene.triangles.data(), sizeof(main_scene.triangles[0]) * main_scene.triangles.size());
std::memcpy(renderer.bvh_buffer_ptr(), main_scene.nodes.data(), sizeof(main_scene.nodes[0]) * main_scene.nodes.size());
ImGuiIO& io = ImGui::GetIO();
@@ -216,7 +217,7 @@ int main() {
reset_accumulation = true;
}
- ImGui::SliderInt("bounces", (int32_t*)&((scene*) renderer.scene_buffer_ptr())->meta.max_bounce, 2, 250);
+ ImGui::SliderInt("bounces", (int32_t*)&((scene*) renderer.scene_buffer_ptr())->meta.max_bounce, 1, 250);
if (ImGui::Checkbox("debug bvh", (bool*)&((scene*) renderer.scene_buffer_ptr())->meta.debug_bvh)) {
reset_accumulation = true;
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++) {