From 3bfd2d67e1c2d7e2d77c431f54dd68356c94d787 Mon Sep 17 00:00:00 2001 From: ladevieq Date: Sun, 25 Jul 2021 16:52:28 +0200 Subject: Slowly rendering sponza --- src/scene.cpp | 154 +++++++++++++++++++++++++++++----------------------------- 1 file changed, 77 insertions(+), 77 deletions(-) (limited to 'src/scene.cpp') 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++) { -- cgit v1.3