diff options
Diffstat (limited to 'src/Engine')
| -rw-r--r-- | src/Engine/Engine.cpp | 318 | ||||
| -rw-r--r-- | src/Engine/Engine.h | 87 | ||||
| -rw-r--r-- | src/Engine/Object.cpp | 46 | ||||
| -rw-r--r-- | src/Engine/Object.h | 43 | ||||
| -rw-r--r-- | src/Engine/Scene.cpp | 57 | ||||
| -rw-r--r-- | src/Engine/Scene.h | 55 |
6 files changed, 250 insertions, 356 deletions
diff --git a/src/Engine/Engine.cpp b/src/Engine/Engine.cpp index 614e8e5..ac0e891 100644 --- a/src/Engine/Engine.cpp +++ b/src/Engine/Engine.cpp @@ -1,251 +1,144 @@ -#include "Engine.h" -#include <GLFW/glfw3.h> -#include <glad/glad.h> #include <iostream> #include <fstream> #include <sstream> -#include <limits> + +#include <GLFW/glfw3.h> + +#include "Engine.h" #include "Rendering/VertexBuffer.h" #include "Rendering/IndexBuffer.h" namespace Donut { - Engine::Engine() - : m_SagA(glm::vec3(0.0f, 0.0f, 0.0f), - static_cast<float>(8.54e36)) + Engine::Engine() + : m_SagA(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f) { GLFWwindow* window = static_cast<GLFWwindow*>(Application::Get().GetWindow().GetNativeWindow()); glfwGetFramebufferSize(window, &m_Width, &m_Height); - m_ComputeHeight = 420; - m_ComputeWidth = (m_Width * 420) / m_Height; - m_Camera.SetOrbitalMode(true); - m_Camera.SetRadius(6.34194e10); - m_Camera.SetMinRadius(1e10); - m_Camera.SetMaxRadius(1e12); - m_Camera.SetOrbitSpeed(0.01f); + m_Camera.SetCameraMode(CameraMode::Orbital); + m_Camera.SetOrbitalRadius(6.34194e10); + m_Camera.SetOrbitalLimits(1e10, 1e12); + m_Camera.SetOrbitalSpeed(0.01f); m_Camera.SetZoomSpeed(25e9f); m_Objects = { - { glm::vec4(4e11f, 0.0f, 0.0f, 4e10f), glm::vec4(1,1,0,1), static_cast<float>(1.98892e30) }, - { glm::vec4(0.0f, 0.0f, 4e11f, 4e10f), glm::vec4(1,0,0,1), static_cast<float>(1.98892e30) }, - { glm::vec4(0.0f, 0.0f, 0.0f, m_SagA.m_Rs), glm::vec4(0,0,0,1), static_cast<float>(m_SagA.m_Mass) } + { glm::vec4(4e11f, 0.00f, 0.00f, 4e10f), glm::vec4(1, 1, 0, 1), static_cast<float>(1.98892e30) }, + { glm::vec4(0.00f, 0.00f, 4e11f, 4e10f), glm::vec4(1, 0, 0, 1), static_cast<float>(1.98892e30) }, + { glm::vec4(0.00f, 0.00f, 0.00f, m_SagA.m_Rs), glm::vec4(0, 0, 0, 1), static_cast<float>(m_SagA.m_Mass) } }; - m_QuadShader = Shader::Create("Assets/Shaders/Quad.glsl"); - m_GridShader = Shader::Create("Assets/Shaders/Grid.glsl"); - m_ComputeShader = Shader::CreateCompute("Geodesic", LoadComputeShader("Assets/Shaders/Geodesic.glsl")); + m_ShaderProgram = Ref<Shader>(Shader::Create("Assets/Shaders/ComputeTextureQuad.glsl")); + m_ComputeProgram = CreateComputeProgram("Assets/Shaders/Geodesic.glsl"); m_CameraUBO = UniformBuffer::Create(128, 1); - m_DiskUBO = UniformBuffer::Create(sizeof(float) * 4, 2); + m_DiskUBO = UniformBuffer::Create(sizeof(float) * 4, 2); uint32_t objUBOSize = sizeof(int) + 3 * sizeof(float) + 16 * (sizeof(glm::vec4) + sizeof(glm::vec4)) + 16 * sizeof(float); m_ObjectsUBO = UniformBuffer::Create(objUBOSize, 3); - float quadVertices[] = - { - -1.0f, 1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, - - -1.0f, 1.0f, 0.0f, 1.0f, - 1.0f, -1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 1.0f - }; - - m_QuadVAO = VertexArray::Create(); - - auto vertexBuffer = VertexBuffer::Create(quadVertices, static_cast<uint32_t>(sizeof(quadVertices))); - VertexBufferLayout layout; - layout.Push<float>(2); - layout.Push<float>(2); - vertexBuffer->SetLayout(layout); - m_QuadVAO->AddVertexBuffer(vertexBuffer); - - m_Texture = Texture2D::Create(m_Width, m_Height); + auto result = QuadVAO(); + m_QuadVAO = result.first; + m_Texture = result.second; } - void Engine::GenerateGrid(const std::vector<ObjectData>& objects) + void Engine::UpdateWindowDimensions() { - const int gridSize = 25; - const float spacing = 1e10f; - - std::vector<glm::vec3> vertices; - std::vector<uint32_t> indices; - - for (int z = 0; z <= gridSize; ++z) - { - for (int x = 0; x <= gridSize; ++x) - { - float worldX = (x - gridSize / 2) * spacing; - float worldZ = (z - gridSize / 2) * spacing; - float y = 0.0f; - - for (const auto& obj : objects) - { - glm::vec3 objPos = glm::vec3(obj.m_PosRadius); - double mass = obj.m_Mass; - double radius = obj.m_PosRadius.w; - - double r_s = 2.0 * G * mass / (c * c); - double dx = worldX - objPos.x; - double dz = worldZ - objPos.z; - double dist = sqrt(dx * dx + dz * dz); - - if (dist > r_s) - { - double deltaY = 2.0 * sqrt(r_s * (dist - r_s)); - y += static_cast<float>(deltaY) - 3e10f; - } - else - { - y += 2.0f * static_cast<float>(sqrt(r_s * r_s)) - 3e10f; - } - } - - vertices.emplace_back(worldX, y, worldZ); - } - } - - for (int z = 0; z < gridSize; ++z) - { - for (int x = 0; x < gridSize; ++x) - { - int i = z * (gridSize + 1) + x; - indices.push_back(i); - indices.push_back(i + 1); - indices.push_back(i); - indices.push_back(i + gridSize + 1); - } - } - - if (!m_GridVAO) - { - m_GridVAO = Ref<VertexArray>(VertexArray::Create()); - - auto vertexBuffer = Ref<VertexBuffer>(VertexBuffer::Create(vertices.data(), static_cast<uint32_t>(vertices.size() * sizeof(glm::vec3)))); - VertexBufferLayout layout; - layout.Push<float>(3); - vertexBuffer->SetLayout(layout); - m_GridVAO->AddVertexBuffer(vertexBuffer); - - auto indexBuffer = Ref<IndexBuffer>(IndexBuffer::Create(indices.data(), static_cast<uint32_t>(indices.size()))); - m_GridVAO->SetIndexBuffer(indexBuffer); - } - else - { - auto vertexBuffer = m_GridVAO->GetVertexBuffers()[0]; - vertexBuffer->SetData(vertices.data(), static_cast<uint32_t>(vertices.size() * sizeof(glm::vec3))); - } - - m_GridIndexCount = static_cast<int>(indices.size()); + GLFWwindow* window = static_cast<GLFWwindow*>(Application::Get().GetWindow().GetNativeWindow()); + int oldWidth = m_Width; + int oldHeight = m_Height; + int oldComputeHeight = m_ComputeHeight; + + glfwGetFramebufferSize(window, &m_Width, &m_Height); + + if (oldWidth != m_Width || + oldHeight != m_Height || + oldComputeHeight != m_ComputeHeight) + UpdateComputeDimensions(); } - void Engine::DrawGrid(const glm::mat4& viewProj) + void Engine::UpdatePerformance(float deltaTime) { - if (!m_GridShader || !m_GridVAO) - return; - - m_GridShader->Bind(); - m_GridShader->SetMat4("viewProj", viewProj); - - RenderCommand::DisableDepthTest(); - RenderCommand::EnableBlending(); - - m_GridVAO->Bind(); - glDrawElements(GL_LINES, m_GridIndexCount, GL_UNSIGNED_INT, nullptr); - - RenderCommand::EnableDepthTest(); + if (deltaTime > 0.0f) + m_CurrentFPS = 1.0f / deltaTime; } - void Engine::UpdateWindowDimensions() + void Engine::UpdateComputeDimensions() { - GLFWwindow* window = static_cast<GLFWwindow*>(Application::Get().GetWindow().GetNativeWindow()); - int oldWidth = m_Width; - int oldHeight = m_Height; - glfwGetFramebufferSize(window, &m_Width, &m_Height); - m_ComputeHeight = 420; - m_ComputeWidth = (m_Width * 420) / m_Height; - - if (oldWidth != m_Width || oldHeight != m_Height) - m_Texture = Texture2D::Create(m_Width, m_Height); + m_Texture = Texture2D::Create(GetComputeWidth(), m_ComputeHeight); } - void Engine::DrawFullScreenQuad() + void Engine::DrawFullScreenQuad() { RenderCommand::SetViewport(0, 0, m_Width, m_Height); - m_QuadShader->Bind(); - std::cout << "Texture ID: " << m_Texture->GetRendererID() << ", Size: " << m_Texture->GetWidth() << "x" << m_Texture->GetHeight() << std::endl; + m_ShaderProgram->Bind(); + m_QuadVAO->Bind(); + m_Texture->Bind(0); - m_QuadShader->SetInt("screenTexture", 0); - std::cout << "Set screenTexture uniform to slot 0\n"; + m_ShaderProgram->SetInt("u_ScreenTexture", 0); RenderCommand::DisableDepthTest(); - RenderCommand::DrawIndexed(m_QuadVAO, 6); + RenderCommand::DrawArrays(6); RenderCommand::EnableDepthTest(); } - void Engine::DispatchCompute(const Camera& cam) + void Engine::DispatchCompute(const Camera& cam) { - int cw = m_ComputeWidth; + int cw = GetComputeWidth(); int ch = m_ComputeHeight; - if (m_Texture->GetWidth() != cw || m_Texture->GetHeight() != ch) - m_Texture = Texture2D::Create(cw, ch); + m_Texture->SetData(nullptr, cw * ch * 4); - m_ComputeShader->Bind(); + m_ComputeProgram->Bind(); UploadCameraUBO(cam); UploadDiskUBO(); UploadObjectsUBO(m_Objects); - m_Texture->BindAsImage(0, false); - uint32_t groupsX = (uint32_t)std::ceil(cw / 16.0f); - uint32_t groupsY = (uint32_t)std::ceil(ch / 16.0f); - m_ComputeShader->Dispatch(groupsX, groupsY, 1); - m_ComputeShader->MemoryBarrier(IMAGE_ACCESS_BARRIER_BIT); - - glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); - glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT); + uint32_t groupsX = static_cast<uint32_t>(std::ceil(cw / 16.0f)); + uint32_t groupsY = static_cast<uint32_t>(std::ceil(ch / 16.0f)); + m_ComputeProgram->Dispatch(groupsX, groupsY, 1); + m_ComputeProgram->MemoryBarrier(IMAGE_ACCESS_BARRIER_BIT); } - void Engine::UploadCameraUBO(const Camera& cam) + void Engine::UploadCameraUBO(const Camera& cam) { - struct UBOData + struct UBOData { - glm::vec3 pos; float _pad0; - glm::vec3 right; float _pad1; - glm::vec3 up; float _pad2; + glm::vec3 pos; float _pad0; + glm::vec3 right; float _pad1; + glm::vec3 up; float _pad2; glm::vec3 forward; float _pad3; float tanHalfFov; float aspect; - bool moving; - int _pad4; + bool moving; + int _pad4; } data; - glm::vec3 fwd = glm::normalize(cam.GetTarget() - cam.GetOrbitalPosition()); - glm::vec3 up = glm::vec3(0, 1, 0); + glm::vec3 fwd = glm::normalize(cam.GetOrbitalTarget() - cam.GetOrbitalPosition()); + glm::vec3 up = glm::vec3(0, 1, 0); glm::vec3 right = glm::normalize(glm::cross(fwd, up)); up = glm::cross(right, fwd); - data.pos = cam.GetOrbitalPosition(); - data.right = right; - data.up = up; - data.forward = fwd; + data.pos = cam.GetOrbitalPosition(); + data.right = right; + data.up = up; + data.forward = fwd; data.tanHalfFov = static_cast<float>(tan(glm::radians(60.0f * 0.5f))); - data.aspect = static_cast<float>(m_Width) / static_cast<float>(m_Height); - data.moving = cam.IsDragging() || cam.IsPanning(); + data.aspect = static_cast<float>(GetComputeWidth()) / static_cast<float>(m_ComputeHeight); + data.moving = cam.IsDragging() || cam.IsPanning(); m_CameraUBO->SetData(&data, sizeof(UBOData)); + m_CameraUBO->Bind(1); } - void Engine::UploadObjectsUBO(const std::vector<ObjectData>& objs) + void Engine::UploadObjectsUBO(const std::vector<ObjectData>& objs) { - struct UBOData + struct UBOData { int numObjects; float _pad0, _pad1, _pad2; @@ -257,7 +150,7 @@ namespace Donut size_t count = std::min(objs.size(), size_t(16)); data.numObjects = static_cast<int>(count); - for (size_t i = 0; i < count; ++i) + for (size_t i = 0; i < count; ++i) { data.posRadius[i] = objs[i].m_PosRadius; data.color[i] = objs[i].m_Color; @@ -265,9 +158,10 @@ namespace Donut } m_ObjectsUBO->SetData(&data, sizeof(data)); + m_ObjectsUBO->Bind(3); } - void Engine::UploadDiskUBO() + void Engine::UploadDiskUBO() { float r1 = static_cast<float>(m_SagA.m_Rs * 2.2); float r2 = static_cast<float>(m_SagA.m_Rs * 5.2); @@ -276,28 +170,28 @@ namespace Donut float diskData[4] = { r1, r2, num, thickness }; m_DiskUBO->SetData(diskData, sizeof(diskData)); + m_DiskUBO->Bind(2); } - void Engine::UpdatePhysics(float deltaTime) + void Engine::UpdatePhysics(float deltaTime) { - for (auto& obj : m_Objects) + for (auto& obj : m_Objects) { - for (auto& obj2 : m_Objects) + for (auto& obj2 : m_Objects) { if (&obj == &obj2) continue; float dx = obj2.m_PosRadius.x - obj.m_PosRadius.x; float dy = obj2.m_PosRadius.y - obj.m_PosRadius.y; float dz = obj2.m_PosRadius.z - obj.m_PosRadius.z; float distance = sqrt(dx * dx + dy * dy + dz * dz); - - if (distance > 0) + if (distance > 0) { std::vector<double> direction = {dx / distance, dy / distance, dz / distance}; double Gforce = (G * obj.m_Mass * obj2.m_Mass) / (distance * distance); double acc1 = Gforce / obj.m_Mass; std::vector<double> acc = {direction[0] * acc1, direction[1] * acc1, direction[2] * acc1}; - - if (m_Gravity) + + if (m_Gravity) { obj.m_Velocity.x += static_cast<float>(acc[0]); obj.m_Velocity.y += static_cast<float>(acc[1]); @@ -314,34 +208,50 @@ namespace Donut void Engine::RenderScene() { - glm::mat4 view = glm::lookAt(m_Camera.GetOrbitalPosition(), m_Camera.GetTarget(), glm::vec3(0,1,0)); - glm::mat4 proj = glm::perspective(glm::radians(60.0f), float(m_Width)/m_Height, 1e9f, 1e14f); - glm::mat4 viewProj = proj * view; - - GenerateGrid(m_Objects); - DrawGrid(viewProj); - - RenderCommand::SetViewport(0, 0, m_Width, m_Height); - DispatchCompute(m_Camera); - DrawFullScreenQuad(); + RenderCommand::Clear(); + m_ShaderProgram->Bind(); + m_QuadVAO->Bind(); + m_Texture->Bind(0); + RenderCommand::DrawArrays(6); } - std::string Engine::LoadComputeShader(const std::string& path) + Ref<Shader> Engine::CreateComputeProgram(const char* path) { std::ifstream in(path); - if(!in.is_open()) + if(!in.is_open()) { std::cerr << "Failed to open compute shader: " << path << "\n"; - return ""; + return nullptr; } - std::stringstream ss; ss << in.rdbuf(); - std::string result = ss.str(); - if (result.empty()) - std::cerr << "Warning: Compute shader file is empty: " << path << "\n"; - else - std::cout << "Successfully loaded compute shader: " << path << " (size: " << result.size() << " bytes)\n"; - return result; + std::string srcStr = ss.str(); + return Ref<Shader>(Shader::CreateCompute("ComputeShader", srcStr)); + } + + std::pair<Ref<VertexArray>, Ref<Texture2D>> Engine::QuadVAO() + { + float quadVertices[] = + { + // Positions // TexCoords + -1.0f, 1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, + -1.0f, 1.0f, 0.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f + }; + + auto vertexBuffer = Ref<VertexBuffer>(VertexBuffer::Create(quadVertices, static_cast<uint32_t>(sizeof(quadVertices)))); + VertexBufferLayout layout; + layout.Push<float>(2); // Position (x, y) + layout.Push<float>(2); // TexCoord (u, v) + vertexBuffer->SetLayout(layout); + + auto vertexArray = Ref<VertexArray>(VertexArray::Create()); + vertexArray->AddVertexBuffer(vertexBuffer); + auto texture = Texture2D::Create(GetComputeWidth(), m_ComputeHeight); + + return { vertexArray, texture }; } } diff --git a/src/Engine/Engine.h b/src/Engine/Engine.h index 2368bb8..a004717 100644 --- a/src/Engine/Engine.h +++ b/src/Engine/Engine.h @@ -2,10 +2,6 @@ #include <vector> #include <iostream> -#include <GLFW/glfw3.h> -#include <glm/glm.hpp> -#include <glm/gtc/matrix_transform.hpp> -#include <glm/gtc/type_ptr.hpp> #include <fstream> #include <sstream> #include <chrono> @@ -15,16 +11,27 @@ #include "Core/Camera.h" #include "Rendering/Renderer.h" #include "Rendering/Shader.h" -#include "Rendering/Texture.h" #include "Rendering/VertexArray.h" +#include "Rendering/Texture.h" #include "Rendering/UniformBuffer.h" +#include "Rendering/TextureManager.h" + +#include <GLFW/glfw3.h> +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> +#include <glm/gtc/type_ptr.hpp> + +#define _USE_MATH_DEFINES +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif namespace Donut { const double c = 299792458.0; const double G = 6.67430e-11; - struct BlackHole + struct BlackHole { glm::vec3 m_Position; double m_Mass; @@ -32,13 +39,12 @@ namespace Donut double m_Rs; BlackHole(glm::vec3 pos, float mass) - : m_Position(pos), - m_Mass(mass) + : m_Position(pos), m_Mass(mass) { m_Rs = 2.0 * G * m_Mass / (c * c); } - bool Intercept(float px, float py, float pz) const + bool Intercept(float px, float py, float pz) const { double dx = double(px) - double(m_Position.x); double dy = double(py) - double(m_Position.y); @@ -48,11 +54,11 @@ namespace Donut } }; - struct ObjectData + struct ObjectData { glm::vec4 m_PosRadius; glm::vec4 m_Color; - float m_Mass; + float m_Mass; glm::vec3 m_Velocity = glm::vec3(0.0f, 0.0f, 0.0f); }; @@ -62,8 +68,6 @@ namespace Donut Engine(); ~Engine() = default; - void GenerateGrid(const std::vector<ObjectData>& objects); - void DrawGrid(const glm::mat4& viewProj); void DrawFullScreenQuad(); void DispatchCompute(const Camera& cam); void UploadCameraUBO(const Camera& cam); @@ -73,46 +77,47 @@ namespace Donut void UpdatePhysics(float deltaTime); void UpdateWindowDimensions(); - Camera& GetCamera() { return m_Camera; } - const Camera& GetCamera() const { return m_Camera; } - - const std::vector<ObjectData>& GetObjects() const { return m_Objects; } - std::vector<ObjectData>& GetObjects() { return m_Objects; } - - bool GetGravity() const { return m_Gravity; } - void SetGravity(bool gravity) { m_Gravity = gravity; } - - int GetWidth() const { return m_Width; } - int GetHeight() const { return m_Height; } - int GetComputeWidth() const { return m_ComputeWidth; } - int GetComputeHeight() const { return m_ComputeHeight; } + int GetWidth() const { return m_Width; } + int GetHeight() const { return m_Height; } + + std::vector<ObjectData>& GetObjects() { return m_Objects; } + BlackHole& GetSagA() { return m_SagA; } + Camera& GetCamera() { return m_Camera; } + bool& GetGravity() { return m_Gravity; } + void UpdatePerformance(float deltaTime); + void SetTargetFPS(int fps) { m_TargetFPS = fps; } + int GetTargetFPS() const { return m_TargetFPS; } + float GetCurrentFPS() const { return m_CurrentFPS; } + void SetComputeHeight(int height) { m_ComputeHeight = height; } + int GetComputeHeight() const { return m_ComputeHeight; } + int GetComputeWidth() const { return (m_Width * m_ComputeHeight) / m_Height; } + void UpdateComputeDimensions(); private: - std::string CreateBasicVertexShader(); - std::string CreateBasicFragmentShader(); - std::string LoadComputeShader(const std::string& path); + Ref<Shader> CreateComputeProgram(const char* path); + std::pair<Ref<VertexArray>, Ref<Texture2D>> QuadVAO(); private: - Ref<Shader> m_GridShader; - Ref<Shader> m_QuadShader; - Ref<Shader> m_ComputeShader; - Ref<Texture2D> m_Texture; Ref<VertexArray> m_QuadVAO; - Ref<VertexArray> m_GridVAO; + Ref<Texture2D> m_Texture; + Ref<Shader> m_ShaderProgram; + Ref<Shader> m_ComputeProgram; Ref<UniformBuffer> m_CameraUBO; Ref<UniformBuffer> m_DiskUBO; Ref<UniformBuffer> m_ObjectsUBO; - - int m_GridIndexCount = 0; + int m_Width; int m_Height; - int m_ComputeWidth; - int m_ComputeHeight; - float m_WidthScale = 100000000000.0f; - float m_HeightScale = 75000000000.0f; + float m_Width_f = 100*10e10f; + float m_Height_f = 75*10e10f; + + int m_TargetFPS = 60; + float m_CurrentFPS = 60.0f; + float m_LastFrameTime = 0.0f; + int m_ComputeHeight = 320; std::vector<ObjectData> m_Objects; BlackHole m_SagA; Camera m_Camera; bool m_Gravity = false; }; -} +}; diff --git a/src/Engine/Object.cpp b/src/Engine/Object.cpp deleted file mode 100644 index 8e042fd..0000000 --- a/src/Engine/Object.cpp +++ /dev/null @@ -1,46 +0,0 @@ -#include "Object.h" - -namespace Donut -{ - Ray::Ray(glm::vec3 o, glm::vec3 d) - : m_Origin(o), - m_Direction(glm::normalize(d)) { } - - Material::Material(glm::vec3 c, float s, float e) - : m_Color(c), - m_Specular(s), - m_Emission(e) { } - - Object::Object(glm::vec3 c, float r, Material m) - : m_Centre(c), - m_Radius(r), - m_Material(m) { } - - bool Object::Intersect(Ray &ray, float &t) - { - glm::vec3 oc = ray.m_Origin - m_Centre; - float a = glm::dot(ray.m_Direction, ray.m_Direction); - float b = 2.0f * glm::dot(oc, ray.m_Direction); - float c = glm::dot(oc, oc) - m_Radius * m_Radius; - double discriminant = b*b - 4*a*c; - - if(discriminant < 0) - return false; - - float intercept = (-b - sqrt(discriminant)) / (2.0f*a); - if(intercept < 0) - { - intercept = (-b + sqrt(discriminant)) / (2.0f*a); - if(intercept<0) - return false; - } - - t = intercept; - return true; - } - - glm::vec3 Object::GetNormal(glm::vec3 &point) const - { - return glm::normalize(point - m_Centre); - } -} diff --git a/src/Engine/Object.h b/src/Engine/Object.h index 0ae3430..ea672db 100644 --- a/src/Engine/Object.h +++ b/src/Engine/Object.h @@ -10,7 +10,9 @@ namespace Donut glm::vec3 m_Direction; glm::vec3 m_Origin; - Ray(glm::vec3 o, glm::vec3 d); + Ray(glm::vec3 o, glm::vec3 d) + : m_Origin(o), + m_Direction(glm::normalize(d)) { } }; class Material @@ -20,7 +22,10 @@ namespace Donut float m_Specular; float m_Emission; - Material(glm::vec3 c, float s, float e); + Material(glm::vec3 c, float s, float e) + : m_Color(c), + m_Specular(s), + m_Emission(e) { } }; class Object @@ -30,9 +35,37 @@ namespace Donut float m_Radius; Material m_Material; - Object(glm::vec3 c, float r, Material m); + Object(glm::vec3 c, float r, Material m) + : m_Centre(c), + m_Radius(r), + m_Material(m) { } - bool Intersect(Ray &ray, float &t); - glm::vec3 GetNormal(glm::vec3 &point) const; + bool Intersect(Ray &ray, float &t) + { + glm::vec3 oc = ray.m_Origin - m_Centre; + float a = glm::dot(ray.m_Direction, ray.m_Direction); + float b = 2.0f * glm::dot(oc, ray.m_Direction); + float c = glm::dot(oc, oc) - m_Radius * m_Radius; + double discriminant = b*b - 4*a*c; + + if(discriminant < 0) + return false; + + float intercept = (-b - sqrt(discriminant)) / (2.0f*a); + if(intercept < 0) + { + intercept = (-b + sqrt(discriminant)) / (2.0f*a); + if(intercept<0) + return false; + } + + t = intercept; + return true; + } + + glm::vec3 GetNormal(glm::vec3 &point) const + { + return glm::normalize(point - m_Centre); + } }; }; diff --git a/src/Engine/Scene.cpp b/src/Engine/Scene.cpp deleted file mode 100644 index f92dc68..0000000 --- a/src/Engine/Scene.cpp +++ /dev/null @@ -1,57 +0,0 @@ -#include "Scene.h" - -namespace Donut -{ - Scene::Scene() - : m_LightPos(5.0f, 5.0f, 5.0f) { } - - glm::vec3 Scene::Trace(Ray &ray) - { - float closest = std::numeric_limits<float>::infinity(); - const Object* hitObj = nullptr; - - for(auto& obj : objs) - { - float t; - - if(obj.Intersect(ray, t)) - if(t < closest) - { - closest = t; - hitObj = &obj; - } - } - - if(hitObj) - { - glm::vec3 hitPoint = ray.m_Origin + ray.m_Direction * closest; - glm::vec3 normal = hitObj->GetNormal(hitPoint); - glm::vec3 lightDir = glm::normalize(m_LightPos - hitPoint); - - float diff = std::max(glm::dot(normal, lightDir), 0.0f); - - Ray shadowRay(hitPoint + normal * 0.001f, lightDir); - bool inShadow = false; - - for(auto& obj : objs) - { - float t; - - if(obj.Intersect(shadowRay, t)) - { - inShadow = true; - break; - } - } - - glm::vec3 color = hitObj->m_Material.m_Color; - float ambient = 0.1f; - - if (inShadow) - return color * ambient; - return color * (ambient + diff * 0.9f); - } - - return glm::vec3(0.0f, 0.0f, 0.1f); - } -} diff --git a/src/Engine/Scene.h b/src/Engine/Scene.h index fa80302..f85fc13 100644 --- a/src/Engine/Scene.h +++ b/src/Engine/Scene.h @@ -2,7 +2,6 @@ #include <vector> #include <limits> -#include <glm/glm.hpp> #include "Object.h" @@ -14,7 +13,57 @@ namespace Donut std::vector<Object> objs; glm::vec3 m_LightPos; - Scene(); - glm::vec3 Trace(Ray &ray); + Scene() + : m_LightPos(5.0f, 5.0f, 5.0f) { } + + glm::vec3 Trace(Ray &ray) + { + float closest = std::numeric_limits<float>::infinity(); + const Object* hitObj = nullptr; + + for(auto& obj : objs) + { + float t; + + if(obj.Intersect(ray, t)) + if(t < closest) + { + closest = t; + hitObj = &obj; + } + } + + if(hitObj) + { + glm::vec3 hitPoint = ray.m_Origin + ray.m_Direction * closest; + glm::vec3 normal = hitObj->GetNormal(hitPoint); + glm::vec3 lightDir = glm::normalize(m_LightPos - hitPoint); + + float diff = std::max(glm::dot(normal, lightDir), 0.0f); + + Ray shadowRay(hitPoint + normal * 0.001f, lightDir); + bool inShadow = false; + + for(auto& obj : objs) + { + float t; + + if(obj.Intersect(shadowRay, t)) + { + inShadow = true; + break; + } + } + + glm::vec3 color = hitObj->m_Material.m_Color; + float ambient = 0.1f; + + if (inShadow) + return color * ambient; + return color * (ambient + diff * 0.9f); + } + + return glm::vec3(0.0f, 0.0f, 0.1f); + } }; };
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