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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
add to render path automatically when going through a portal and fix images on tp path nodes
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
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/* Updated: 2025/02/06 19:45:46 by ycontre ### ########.fr */
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/* Updated: 2025/02/17 23:00:28 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -60,7 +60,7 @@ void Camera::updateCameraDirections()
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_pitch = glm::clamp(_pitch, -89.0f, 89.0f);
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}
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void Camera::update(Scene *scene, float delta_time)
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void Camera::update(Scene *scene, float delta_time, Renderer &renderer)
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{
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// delta_time = std::min(delta_time, 0.01f);
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@ -73,13 +73,13 @@ void Camera::update(Scene *scene, float delta_time)
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if (speed > _maxSpeed)
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_velocity = glm::normalize(_velocity) * _maxSpeed;
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if (glm::length(_velocity) > 0.0f && !this->portalTeleport(scene, delta_time))
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if (glm::length(_velocity) > 0.0f && !this->portalTeleport(scene, delta_time, renderer))
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_position += _velocity * delta_time;
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_acceleration = glm::vec3(0.0f);
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}
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int Camera::portalTeleport(Scene *scene, float delta_time)
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int Camera::portalTeleport(Scene *scene, float delta_time, Renderer &renderer)
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{
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for (const GPUObject &obj : scene->getObjectData())
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{
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@ -124,17 +124,20 @@ int Camera::portalTeleport(Scene *scene, float delta_time)
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//teleportation
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glm::vec3 previous_position = _position;
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glm::vec3 relative_pos = _position - obj.position;
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glm::vec3 transformed_relative_pos = portal_transform * relative_pos;
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float remaining_distance = distance_future_pos - distance_portal + imprecision;
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glm::vec3 new_movement = remaining_distance * portal_transform * linked_portal.normal;
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_position = linked_portal.position + transformed_relative_pos - new_movement;
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// _position = (linked_portal.position) + (_position - obj.position) - (((distance_future_pos - distance_portal + imprecision)) * linked_portal.normal);
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// view direction
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glm::vec2 previous_direction = getDirection();
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_forward = glm::vec3(portal_transform * glm::vec4(_forward, 1.0f));
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_up = glm::vec3(portal_transform * glm::vec4(_up, 1.0f));
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_right = glm::vec3(portal_transform * glm::vec4(_right, 1.0f));
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@ -143,6 +146,8 @@ int Camera::portalTeleport(Scene *scene, float delta_time)
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_velocity = glm::vec3(portal_transform * glm::vec4(_velocity, 0.0f));
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renderer.addTeleport(previous_position, previous_direction, linked_portal.position + transformed_relative_pos, getDirection());
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return (1);
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}
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}
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