More boilerplate

This commit is contained in:
Dynamitos
2025-01-24 18:21:34 +01:00
parent a5950cd471
commit fff6d19bb2
12 changed files with 169 additions and 17 deletions
+4 -1
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@@ -1,6 +1,9 @@
target_sources(RayTracer target_sources(RayTracer
PRIVATE PRIVATE
main.cpp) main.cpp
Minimal.h
ThreadPool.h
ThreadPool.cpp)
add_subdirectory(scene/) add_subdirectory(scene/)
add_subdirectory(window/) add_subdirectory(window/)
+65
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@@ -0,0 +1,65 @@
#include "ThreadPool.h"
#include <mutex>
ThreadPool::ThreadPool(uint32_t numThreads)
{
for (uint32_t i = 0; i < numThreads; ++i)
{
workers.push_back(std::thread(&ThreadPool::work, this));
}
}
ThreadPool::~ThreadPool()
{
running.store(false);
{
std::unique_lock l(queueLock);
queueCV.notify_all();
}
for(auto& worker : workers)
{
worker.join();
}
}
void ThreadPool::addJob(std::function<void()>&& job)
{
std::unique_lock l(queueLock);
taskQueue.push_back(job);
queueCV.notify_one();
}
void ThreadPool::waitIdle()
{
while(true)
{
std::unique_lock l(queueLock);
if(taskQueue.empty())
return;
completedCV.wait(l);
}
}
void ThreadPool::work()
{
while(running)
{
std::function<void()> job;
{
std::unique_lock l(queueLock);
if(taskQueue.empty())
{
queueCV.wait(l);
continue;
}
job = taskQueue.front();
taskQueue.pop_front();
}
job();
{
std::unique_lock l(queueLock);
completedCV.notify_one();
}
}
}
+22
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@@ -0,0 +1,22 @@
#pragma once
#include <condition_variable>
#include <functional>
#include <list>
#include <thread>
class ThreadPool
{
public:
ThreadPool(uint32_t numWorkers = std::thread::hardware_concurrency());
~ThreadPool();
void addJob(std::function<void()>&& job);
void waitIdle();
private:
std::atomic_bool running = true;
void work();
std::mutex queueLock;
std::condition_variable queueCV;
std::condition_variable completedCV;
std::list<std::function<void()>> taskQueue;
std::vector<std::thread> workers;
};
+1 -1
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@@ -9,7 +9,7 @@ int main()
bvh.generate(); bvh.generate();
Window w(1920, 1080); Window w(1920, 1080);
std::vector<unsigned char> texture(1920 * 1080 * 3); std::vector<unsigned char> texture(1920 * 1080 * 3);
for (int j = 10; j < 100; ++j) for (int j = 100; j < 200; ++j)
{ {
for (int i = 0; i < 1920; ++i) for (int i = 0; i < 1920; ++i)
{ {
+6
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@@ -2,6 +2,7 @@
#include <array> #include <array>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <algorithm> #include <algorithm>
#include "util/Ray.h"
struct AABB struct AABB
{ {
@@ -42,6 +43,11 @@ struct AABB
max = glm::vec3(std::max(max.x, transformed.x), std::max(max.y, transformed.y), std::max(max.z, transformed.z)); max = glm::vec3(std::max(max.x, transformed.x), std::max(max.y, transformed.y), std::max(max.z, transformed.z));
} }
} }
bool intersects(Ray ray)
{
assert(false && "TODO");
return false;
}
static AABB combine(AABB lhs, AABB rhs) static AABB combine(AABB lhs, AABB rhs)
{ {
AABB result = { AABB result = {
+34 -1
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@@ -1,5 +1,6 @@
#include "BVH.h" #include "BVH.h"
#include <list> #include <algorithm>
#include <ranges>
void BVH::addModel(PModel model, glm::mat4 transform) void BVH::addModel(PModel model, glm::mat4 transform)
{ {
@@ -54,3 +55,35 @@ void BVH::generate()
} }
hierarchy = std::move(pendingNodes[0]); hierarchy = std::move(pendingNodes[0]);
} }
std::optional<IntersectionInfo> BVH::traceRay(Ray ray)
{
}
std::vector<IntersectionInfo> BVH::generateIntersections(PNode& currentNode, Ray ray)
{
if(!currentNode->aabb.intersects(ray))
{
return {};
}
if(currentNode->model != nullptr)
{
auto result = currentNode->model->intersect(ray);
if(result.has_value())
{
return {*result};
}
else
{
return {};
}
}
auto leftResults = generateIntersections(currentNode->left, ray);
auto rightResults = generateIntersections(currentNode->right, ray);
for(auto it : rightResults)
{
leftResults.push_back(it);
}
return leftResults;
}
+6
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@@ -3,6 +3,8 @@
#include "util/Model.h" #include "util/Model.h"
#include <vector> #include <vector>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "util/Ray.h"
class BVH class BVH
{ {
@@ -11,6 +13,8 @@ class BVH
void addModels(std::vector<PModel> models, glm::mat4 transform); void addModels(std::vector<PModel> models, glm::mat4 transform);
void generate(); void generate();
std::optional<IntersectionInfo> traceRay(Ray ray);
private: private:
DECLARE_REF(Node) DECLARE_REF(Node)
struct Node struct Node
@@ -24,4 +28,6 @@ class BVH
}; };
PNode hierarchy; PNode hierarchy;
std::vector<PModel> models; std::vector<PModel> models;
std::vector<IntersectionInfo> generateIntersections(PNode& currentNode, Ray ray);
}; };
+6
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@@ -1,3 +1,9 @@
#include "Scene.h" #include "Scene.h"
Scene::Scene()
: window(1920, 1080)
{
}
void Scene::render() {} void Scene::render() {}
+3 -1
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@@ -5,9 +5,11 @@
class Scene class Scene
{ {
public: public:
Scene();
~Scene();
void render(); void render();
private: private:
Window window; Window window;
std::vector<uint32_t> image; std::vector<unsigned char> image;
BVH bvh; BVH bvh;
}; };
+6
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@@ -0,0 +1,6 @@
#include "Model.h"
std::optional<IntersectionInfo> Model::intersect(Ray ray)
{
return {};
}
+13
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@@ -3,11 +3,24 @@
#include "scene/AABB.h" #include "scene/AABB.h"
#include <vector> #include <vector>
// material infos
// shading parameter
// hit data
struct IntersectionInfo
{
float t;
glm::vec3 position;
glm::vec3 normal;
glm::vec3 albedo;
glm::vec3 emissive;
//....
};
class Model class Model
{ {
public: public:
AABB boundingBox; AABB boundingBox;
std::vector<glm::vec3> positions; std::vector<glm::vec3> positions;
std::vector<uint32_t> indices; std::vector<uint32_t> indices;
std::optional<IntersectionInfo> intersect(Ray ray);
}; };
DECLARE_REF(Model) DECLARE_REF(Model)
+3 -13
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@@ -18,18 +18,8 @@ Window::Window(int width, int height) : width(width), height(height)
glBindVertexArray(vao); glBindVertexArray(vao);
glGenTextures(1, &texture); glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
std::vector<unsigned char> texture(1920 * 1080 * 4); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
for (int j = 0; j < 1080; ++j) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
{
for (int i = 0; i < 1920; ++i)
{
texture[(j * 1920 + i) * 3] = 0xff;
texture[(j * 1920 + i) * 3 + 1] = 0xff;
texture[(j * 1920 + i) * 3 + 2] = 0x0;
texture[(j * 1920 + i) * 3 + 2] = 0xff;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.data());
program = glCreateProgram(); program = glCreateProgram();
vertShader = glCreateShader(GL_VERTEX_SHADER); vertShader = glCreateShader(GL_VERTEX_SHADER);
fragShader = glCreateShader(GL_FRAGMENT_SHADER); fragShader = glCreateShader(GL_FRAGMENT_SHADER);
@@ -90,7 +80,7 @@ void Window::update(const std::vector<unsigned char>& textureData)
{ {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, textureData.data()); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, textureData.data());
glUseProgram(program); glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window); glfwSwapBuffers(window);