this is way too complicated for what it is doing
This commit is contained in:
Vendored
+2
-1
@@ -1,3 +1,4 @@
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{
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{
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"cmake.buildDirectory": "${workspaceFolder}/bin/"
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"cmake.buildDirectory": "${workspaceFolder}/bin/",
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"cmake.generator": ""
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}
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}
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Symlink
+1
@@ -0,0 +1 @@
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bin/compile_commands.json
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+4
-2
@@ -8,12 +8,14 @@ int main()
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bvh.addModels(ModelLoader::loadModel("../cube.fbx"), glm::mat4());
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bvh.addModels(ModelLoader::loadModel("../cube.fbx"), glm::mat4());
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bvh.generate();
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bvh.generate();
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Window w(1920, 1080);
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Window w(1920, 1080);
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std::vector<uint32_t> texture(1920 * 1080);
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std::vector<unsigned char> texture(1920 * 1080 * 3);
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for (int j = 10; j < 100; ++j)
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for (int j = 10; j < 100; ++j)
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{
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{
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for (int i = 0; i < 1920; ++i)
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for (int i = 0; i < 1920; ++i)
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{
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{
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texture[j * 1920 + i] = 0xff00ffff;
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texture[(j * 1920 + i) * 3] = 0xff;
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texture[(j * 1920 + i) * 3 + 1] = 0xff;
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texture[(j * 1920 + i) * 3 + 2] = 0x0;
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}
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}
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}
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}
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while (true)
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while (true)
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+20
-11
@@ -2,7 +2,7 @@
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#include <assert.h>
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#include <assert.h>
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#include <iostream>
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#include <iostream>
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#define GLSL(...) "#version 450\n#extension GL_KHR_vulkan_glsl : enable\n" #__VA_ARGS__
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#define GLSL(...) "#version 400\n" #__VA_ARGS__
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Window::Window(int width, int height) : width(width), height(height)
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Window::Window(int width, int height) : width(width), height(height)
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{
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{
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@@ -13,29 +13,39 @@ Window::Window(int width, int height) : width(width), height(height)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
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window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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std::cout << glewInit() <<std::endl;
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assert(!glewInit());
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std::cout <<glewGetErrorString(1) <<std::endl;
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glGenVertexArrays(1, &vao);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindVertexArray(vao);
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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std::vector<unsigned char> texture(1920 * 1080 * 4);
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for (int j = 0; j < 1080; ++j)
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{
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for (int i = 0; i < 1920; ++i)
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{
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texture[(j * 1920 + i) * 3] = 0xff;
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texture[(j * 1920 + i) * 3 + 1] = 0xff;
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texture[(j * 1920 + i) * 3 + 2] = 0x0;
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texture[(j * 1920 + i) * 3 + 2] = 0xff;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.data());
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program = glCreateProgram();
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program = glCreateProgram();
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vertShader = glCreateShader(GL_VERTEX_SHADER);
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vertShader = glCreateShader(GL_VERTEX_SHADER);
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fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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int logLen = 0;
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int logLen = 0;
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const char* vertCode =
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const char* vertCode =
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GLSL(layout(location = 0)out vec2 texcoords; // texcoords are in the normalized [0,1] range for the viewport-filling quad part of the triangle
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GLSL(out vec2 texcoords; // texcoords are in the normalized [0,1] range for the viewport-filling quad part of the triangle
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void main() {
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void main() {
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vec2 vertices[3] = vec2[3](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
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vec2 vertices[3] = vec2[3](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
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gl_Position = vec4(vertices[gl_VertexID], 0, 1);
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gl_Position = vec4(vertices[gl_VertexID], 0, 1);
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texcoords = 0.5 * gl_Position.xy + vec2(0.5);
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texcoords = 0.5 * gl_Position.xy + vec2(0.5);
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});
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});
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const char* fragCode = GLSL(layout(location = 0) in vec2 uv; layout(location = 0) out vec4 color;
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const char* fragCode = GLSL(in vec2 texcoords; out vec4 color;
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uniform sampler2D tex;
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uniform sampler2D tex;
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void main() { color = texture(tex, uv); });
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void main() { color = texture(tex, texcoords); });
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glShaderSource(vertShader, 1, &vertCode, nullptr);
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glShaderSource(vertShader, 1, &vertCode, nullptr);
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glCompileShader(vertShader);
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glCompileShader(vertShader);
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int success;
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int success;
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@@ -71,18 +81,17 @@ Window::Window(int width, int height) : width(width), height(height)
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}
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}
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glDeleteShader(vertShader);
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glDeleteShader(vertShader);
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glDeleteShader(fragShader);
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glDeleteShader(fragShader);
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textureLocation = glGetUniformLocation(program, "tex");
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glClearColor(0, 0, 0, 0);
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glClearColor(0, 0, 0, 0);
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}
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}
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Window::~Window() {}
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Window::~Window() {}
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void Window::update(const std::vector<uint32_t>& textureData)
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void Window::update(const std::vector<unsigned char>& textureData)
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{
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data());
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glBindTexture(GL_TEXTURE_2D, texture);
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//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, textureData.data());
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glUseProgram(program);
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glUseProgram(program);
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glUniform1i(textureLocation, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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+1
-2
@@ -8,13 +8,12 @@ class Window
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public:
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public:
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Window(int width, int height);
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Window(int width, int height);
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~Window();
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~Window();
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void update(const std::vector<uint32_t>& textureData);
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void update(const std::vector<unsigned char>& textureData);
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private:
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private:
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int width;
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int width;
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int height;
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int height;
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GLuint vao;
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GLuint vao;
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GLuint vbo;
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GLuint texture;
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GLuint texture;
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GLuint program;
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GLuint program;
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GLuint vertShader;
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GLuint vertShader;
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