#include "scene.hpp" #include #include "utils.hpp" #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(); // } 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 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] }; auto v2 = vertex { .position = mesh_part.positions[i2] }; auto v3 = vertex { .position = mesh_part.positions[i3] }; triangles.emplace_back(v1, v2, v3); } } // random_scene(); bvh builder(triangles, packed_nodes); // bvh builder(spheres, nodes); // builder.exporter(); }