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
+2 -1
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@@ -11,7 +11,7 @@ set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/external/vcpkg/scripts/buil
project(RayTracer) project(RayTracer)
find_package(glew CONFIG REQUIRED)
find_package(assimp CONFIG REQUIRED) find_package(assimp CONFIG REQUIRED)
find_package(glfw3 CONFIG REQUIRED) find_package(glfw3 CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED) find_package(glm CONFIG REQUIRED)
@@ -21,6 +21,7 @@ add_executable(RayTracer "")
target_include_directories(RayTracer PUBLIC src/) target_include_directories(RayTracer PUBLIC src/)
target_link_libraries(RayTracer PUBLIC assimp::assimp) target_link_libraries(RayTracer PUBLIC assimp::assimp)
target_link_libraries(RayTracer PUBLIC glfw) target_link_libraries(RayTracer PUBLIC glfw)
target_link_libraries(RayTracer PUBLIC GLEW::glew)
target_link_libraries(RayTracer PUBLIC glm::glm) target_link_libraries(RayTracer PUBLIC glm::glm)
target_link_libraries(RayTracer PUBLIC KTX::ktx) target_link_libraries(RayTracer PUBLIC KTX::ktx)
+19 -9
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@@ -1,14 +1,24 @@
#include "window/Window.h"
#include "util/ModelLoader.h"
#include "scene/BVH.h" #include "scene/BVH.h"
#include "util/ModelLoader.h"
#include "window/Window.h"
int main() { int main()
{
BVH bvh; BVH bvh;
bvh.addModels(ModelLoader::loadModel("../../cube.fbx")); bvh.addModels(ModelLoader::loadModel("../../cube.fbx"), glm::mat4());
bvh.generate(); bvh.generate();
Window w(1920, 1080); Window w(1920, 1080);
while (true) { std::vector<uint32_t> texture(1920 * 1080);
w.update(); for (int j = 10; j < 100; ++j)
} {
return 0; for (int i = 0; i < 1920; ++i)
{
texture[j * 1920 + i] = 0xff00ffff;
}
}
while (true)
{
w.update(texture);
}
return 0;
} }
+26 -10
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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <glm/vec3.hpp> #include <array>
#include <glm/glm.hpp>
#include <utility> #include <utility>
struct AABB struct AABB
@@ -21,17 +22,32 @@ struct AABB
max.y = std::max(max.y, pos.y); max.y = std::max(max.y, pos.y);
max.z = std::max(max.z, pos.z); 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) static AABB combine(AABB lhs, AABB rhs)
{ {
AABB result; 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)),
result.min.x = std::min(lhs.min.x, rhs.min.x); .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)),
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);
return result; return result;
} }
+7 -2
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@@ -1,12 +1,17 @@
#include "BVH.h" #include "BVH.h"
#include <list> #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) for (int i = 0; i < _models.size(); ++i)
{ {
_models[i]->boundingBox.transform(transform);
models.push_back(std::move(_models[i])); models.push_back(std::move(_models[i]));
} }
} }
+3 -2
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@@ -2,12 +2,13 @@
#include "AABB.h" #include "AABB.h"
#include "util/Model.h" #include "util/Model.h"
#include <vector> #include <vector>
#include <glm/glm.hpp>
class BVH class BVH
{ {
public: public:
void addModel(PModel model); void addModel(PModel model, glm::mat4 transform);
void addModels(std::vector<PModel> models); void addModels(std::vector<PModel> models, glm::mat4 transform);
void generate(); void generate();
private: private:
+2
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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 #pragma once
#include "BVH.h"
#include "window/Window.h"
class Scene class Scene
{ {
public: public:
private: void render();
private:
Window window;
std::vector<uint32_t> image;
BVH bvh;
}; };
+8
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@@ -0,0 +1,8 @@
#pragma once
#include <glm/glm.hpp>
struct Ray
{
glm::vec3 origin;
glm::vec3 direction;
};
+97 -9
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@@ -1,17 +1,105 @@
#include "Window.h" #include "Window.h"
#include <assert.h>
#include <iostream>
Window::Window(int width, int height) #define GLSL(...) "#version 450\n#extension GL_KHR_vulkan_glsl : enable\n" #__VA_ARGS__
Window::Window(int width, int height) : width(width), height(height)
{ {
glfwInit(); glewExperimental = true;
window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr); assert(glfwInit());
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
glfwMakeContextCurrent(window);
float vertices[] = {
// positions
1, -1, 0,
-1, -1, 0,
1, 1, 0,
1, -1, 0
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
assert(!glewInit());
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
program = glCreateProgram();
vertShader = glCreateShader(GL_VERTEX_SHADER);
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
int logLen = 0;
const char* vertCode = GLSL(layout(location = 0) in vec3 position
layout(location = 0) out vec2 outUV;
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
});
const char* fragCode = GLSL(layout(location = 0) in vec2 uv; layout(location = 0) out vec4 color;
uniform sampler2D tex;
void main() { color = texture(tex, uv); });
glShaderSource(vertShader, 1, &vertCode, nullptr);
glCompileShader(vertShader);
int success;
char infoLog[1024];
glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertShader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR\n"
<< infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
glShaderSource(fragShader, 1, &fragCode, nullptr);
glCompileShader(fragShader);
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragShader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR\n"
<< infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &logLen);
if (logLen > 0)
{
std::vector<char> log(logLen);
glGetProgramInfoLog(program, logLen, &logLen, log.data());
std::cout << log.data() << std::endl;
}
glDeleteShader(vertShader);
glDeleteShader(fragShader);
textureLocation = glGetUniformLocation(program, "tex");
glClearColor(0, 0, 0, 0);
} }
Window::~Window() Window::~Window() {}
{
}
void Window::update() void Window::update(const std::vector<uint32_t>& textureData)
{ {
glfwPollEvents(); glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data());
glUseProgram(program);
glUniform1i(textureLocation, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
} }
+18 -6
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@@ -1,12 +1,24 @@
#pragma once #pragma once
#include <GL/glew.h>
#include <glfw/glfw3.h> #include <glfw/glfw3.h>
#include <vector>
class Window class Window
{ {
public: public:
Window(int width, int height); Window(int width, int height);
~Window(); ~Window();
void update(); void update(const std::vector<uint32_t>& textureData);
private:
GLFWwindow* window; private:
int width;
int height;
GLuint vao;
GLuint vbo;
GLuint texture;
GLuint program;
GLuint vertShader;
GLuint fragShader;
GLuint textureLocation;
GLFWwindow* window;
}; };
+1 -1
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@@ -1,3 +1,3 @@
{ {
"dependencies": ["assimp", "ktx", "glfw3", "glm", "stb", "fmt"] "dependencies": ["assimp", "ktx", "glfw3", "glew", "glm", "stb", "fmt"]
} }