lot of opengl draw work to get image on screen

This commit is contained in:
Dynamitos
2025-01-24 00:19:11 +01:00
parent 91bdbe4a09
commit 5f6aef0284
11 changed files with 192 additions and 44 deletions
+26 -10
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@@ -1,5 +1,6 @@
#pragma once
#include <glm/vec3.hpp>
#include <array>
#include <glm/glm.hpp>
#include <utility>
struct AABB
@@ -21,17 +22,32 @@ struct AABB
max.y = std::max(max.y, pos.y);
max.z = std::max(max.z, pos.z);
}
void transform(glm::mat4 transform)
{
std::array<glm::vec3, 8> corners;
corners[0] = glm::vec3(min.x, min.y, min.z);
corners[1] = glm::vec3(min.x, min.y, max.z);
corners[2] = glm::vec3(min.x, max.y, min.z);
corners[3] = glm::vec3(min.x, max.y, max.z);
corners[4] = glm::vec3(max.x, min.y, min.z);
corners[5] = glm::vec3(max.x, min.y, max.z);
corners[6] = glm::vec3(max.x, max.y, min.z);
corners[7] = glm::vec3(max.x, max.y, max.z);
min = glm::vec3(std::numeric_limits<float>::max());
max = glm::vec3(std::numeric_limits<float>::lowest());
for (int i = 0; i < 8; ++i)
{
glm::vec4 transformed = transform * glm::vec4(corners[i].x, corners[i].y, corners[i].z, 1.0f);
min = glm::vec3(std::min(min.x, transformed.x), std::min(min.y, transformed.y), std::min(min.z, transformed.z));
max = glm::vec3(std::max(max.x, transformed.x), std::max(max.y, transformed.y), std::max(max.z, transformed.z));
}
}
static AABB combine(AABB lhs, AABB rhs)
{
AABB result;
result.min.x = std::min(lhs.min.x, rhs.min.x);
result.min.y = std::min(lhs.min.y, rhs.min.y);
result.min.z = std::min(lhs.min.z, rhs.min.z);
result.max.x = std::max(lhs.max.x, rhs.max.x);
result.max.y = std::max(lhs.max.y, rhs.max.y);
result.max.z = std::max(lhs.max.z, rhs.max.z);
AABB result = {
.min = glm::vec3(std::min(lhs.min.x, rhs.min.x), std::min(lhs.min.y, rhs.min.y), std::min(lhs.min.z, rhs.min.z)),
.max = glm::vec3(std::max(lhs.max.x, rhs.max.x), std::max(lhs.max.y, rhs.max.y), std::max(lhs.max.z, rhs.max.z)),
};
return result;
}
+7 -2
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@@ -1,12 +1,17 @@
#include "BVH.h"
#include <list>
void BVH::addModel(PModel model) { models.push_back(std::move(model)); }
void BVH::addModel(PModel model, glm::mat4 transform)
{
model->boundingBox.transform(transform);
models.push_back(std::move(model));
}
void BVH::addModels(std::vector<PModel> _models)
void BVH::addModels(std::vector<PModel> _models, glm::mat4 transform)
{
for (int i = 0; i < _models.size(); ++i)
{
_models[i]->boundingBox.transform(transform);
models.push_back(std::move(_models[i]));
}
}
+3 -2
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@@ -2,12 +2,13 @@
#include "AABB.h"
#include "util/Model.h"
#include <vector>
#include <glm/glm.hpp>
class BVH
{
public:
void addModel(PModel model);
void addModels(std::vector<PModel> models);
void addModel(PModel model, glm::mat4 transform);
void addModels(std::vector<PModel> models, glm::mat4 transform);
void generate();
private:
+3 -1
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@@ -1 +1,3 @@
#include "Scene.h"
#include "Scene.h"
void Scene::render() {}
+8 -3
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@@ -1,8 +1,13 @@
#pragma once
#include "BVH.h"
#include "window/Window.h"
class Scene
{
public:
private:
public:
void render();
private:
Window window;
std::vector<uint32_t> image;
BVH bvh;
};