#include "scene.hpp" #include #include #include "vk-renderer.hpp" #include "gltf.hpp" #include "bvh.hpp" #include "material.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.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::metadata::metadata(const camera &cam, uint32_t width, uint32_t height) : cam(cam), width(width), height(height) {} scene::scene(const camera& cam, uint32_t width, uint32_t height) :meta(cam, width, height){ // Geometry & BVH std::vector indices; std::vector positions; std::vector normals; std::vector uvs; std::vector materials; std::vector packed_nodes; // auto root_node = gltf::load("../models/BistroInterior", "BistroInterior.gltf"); auto model = gltf("../models/sponza/Sponza.gltf"); std::vector triangles; // size_t triangles_offset = 0; // size_t vertices_offset = 0; // std::queue nodes_to_load {}; // nodes_to_load.push(model.root_node); // while(!nodes_to_load.empty()) { // auto &node = nodes_to_load.front(); // if (node.mesh != nullptr) { // auto &mesh = node.mesh.value(); // indices.resize(indices.size() + (size_t)mesh.triangle_count() * 3); // positions.resize(positions.size() + (size_t)mesh.vertex_count() * 3); // normals.resize(normals.size() + (size_t)mesh.vertex_count() * 3); // uvs.resize(uvs.size() + (size_t)mesh.vertex_count() * 2); // for (auto& mesh_part: mesh.parts) { // std::memcpy(positions.data() + vertices_offset * 3, mesh_part.positions.data(), mesh_part.positions.size() * sizeof(float)); // std::memcpy(normals.data() + vertices_offset * 3, mesh_part.normals.data(), mesh_part.normals.size() * sizeof(float)); // std::memcpy(uvs.data() + vertices_offset * 2, mesh_part.uvs.data(), mesh_part.uvs.size() * sizeof(float)); // for (size_t i = 0; i < mesh_part.indices.size(); i += 3) { // size_t i1 = mesh_part.indices[i]; // size_t i2 = mesh_part.indices[i + 1]; // size_t i3 = mesh_part.indices[i + 2]; // auto p1 = vec3(mesh_part.positions[i1 * 3], mesh_part.positions[i1 * 3 + 1], mesh_part.positions[i1 * 3 + 2]); // auto p2 = vec3(mesh_part.positions[i2 * 3], mesh_part.positions[i2 * 3 + 1], mesh_part.positions[i2 * 3 + 2]); // auto p3 = vec3(mesh_part.positions[i3 * 3], mesh_part.positions[i3 * 3 + 1], mesh_part.positions[i3 * 3 + 2]); // indices[triangles_offset * 3 + i] = (i1 + vertices_offset) | (0xff000000 & (materials.size() << 8)); // indices[triangles_offset * 3 + i + 1] = (i2 + vertices_offset) | (0xff000000 & (materials.size() << 16)); // indices[triangles_offset * 3 + i + 2] = (i3 + vertices_offset) | (0xff000000 & (materials.size() << 24)); // triangles.emplace_back(p1, p2, p3); // materials.push_back(mesh_part.mat); // } // triangles_offset += mesh_part.triangles_count; // vertices_offset += mesh_part.vertices_count; // } // } // for (auto &new_node: node.children) { // nodes_to_load.push(new_node); // } // nodes_to_load.pop(); // } // random_scene(); bvh builder(triangles, packed_nodes); // bvh builder(spheres, packed_nodes); scene_buffer = vkrenderer::create_buffer(sizeof(meta) * vkrenderer::virtual_frames_count); // TODO: Write to correct offset // vkrenderer::update_buffer(scene_buffer, &meta, 0, sizeof(meta)); indices_buffer = vkrenderer::create_buffer(indices.size() * sizeof(indices[0])); indices_buffer->write(indices.data(), 0, indices.size() * sizeof(indices[0])); positions_buffer = vkrenderer::create_buffer(positions.size() * sizeof(positions[0])); positions_buffer->write(positions.data(), 0, positions.size() * sizeof(positions[0])); normals_buffer = vkrenderer::create_buffer(normals.size() * sizeof(normals[0])); normals_buffer->write(normals.data(), 0, normals.size() * sizeof(normals[0])); uvs_buffer = vkrenderer::create_buffer(uvs.size() * sizeof(uvs[0])); uvs_buffer->write(uvs.data(), 0, uvs.size() * sizeof(uvs[0])); bvh_buffer = vkrenderer::create_buffer(packed_nodes.size() * sizeof(packed_nodes[0])); bvh_buffer->write(packed_nodes.data(), 0, packed_nodes.size() * sizeof(packed_nodes[0])); materials_buffer = vkrenderer::create_buffer(materials.size() * sizeof(materials[0])); materials_buffer->write(materials.data(), 0, materials.size() * sizeof(materials[0])); }