+ | Better parsing

This commit is contained in:
TheRedShip
2025-01-12 19:34:16 +01:00
parent 1908057434
commit a551347084
3 changed files with 77 additions and 99 deletions

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@ -57,22 +57,16 @@ class Scene
void addObject(Object *object);
void addMaterial(Material *material);
void updateGPUData();
const std::vector<GPUObject> &getObjectData() const;
std::vector<GPUMaterial> &getMaterialData();
Camera *getCamera(void) const;
Material *getMaterial(int material_index);
GPUMaterial getMaterial(int material_index);
private:
std::vector<Object *> _objects;
std::vector<Material *> _materials;
std::vector<GPUObject> _gpu_objects;
std::vector<GPUMaterial> _gpu_materials;
Camera *_camera;
};

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@ -50,103 +50,87 @@ bool Scene::parseScene(char *name)
}
void Scene::addObject(Object *object)
void Scene::addObject(Object *obj)
{
_objects.push_back(object);
this->updateGPUData();
GPUObject gpu_obj;
gpu_obj.mat_index = obj->getMaterialIndex();
gpu_obj.position = obj->getPosition();
gpu_obj.type = static_cast<int>(obj->getType());
if (obj->getType() == Object::Type::SPHERE)
{
auto sphere = static_cast<Sphere *>(obj);
gpu_obj.radius = sphere->getRadius();
}
else if (obj->getType() == Object::Type::PLANE)
{
auto plane = static_cast<Plane *>(obj);
gpu_obj.normal = plane->getNormal();
}
else if (obj->getType() == Object::Type::QUAD)
{
auto quad = static_cast<Quad *>(obj);
gpu_obj.vertex1 = quad->getUp();
gpu_obj.vertex2 = quad->getRight();
}
else if (obj->getType() == Object::Type::TRIANGLE)
{
auto triangle = static_cast<Triangle *>(obj);
gpu_obj.vertex1 = triangle->getVertex2();
gpu_obj.vertex2 = triangle->getVertex3();
gpu_obj.normal = triangle->getNormal();
}
else if (obj->getType() == Object::Type::CUBE)
{
auto cube = static_cast<Cube *>(obj);
gpu_obj.position = cube->getPosition();
gpu_obj.vertex1 = cube->getSize();
}
else if (obj->getType() == Object::Type::CYLINDER)
{
auto cylinder = static_cast<Cylinder *>(obj);
gpu_obj.normal = glm::vec3(cylinder->getRadius(), cylinder->getHeight(), 0.0f);
gpu_obj.transform = glm::mat4(cylinder->getRotation());
}
else if (obj->getType() == Object::Type::PORTAL)
{
auto portal = static_cast<Portal *>(obj);
gpu_obj.vertex1 = portal->getUp();
gpu_obj.vertex2 = portal->getRight();
gpu_obj.normal = portal->getNormal();
gpu_obj.transform = glm::mat4(portal->getRotation());
int i = _gpu_objects.size();
GPUObject &linked = _gpu_objects[i - 2];
if (portal->getLinkedPortalIndex() == -1)
{
if (linked.type == (int)Object::Type::PORTAL && linked.radius == static_cast<int>(i))
portal->setLinkedPortalIndex(i - 2);
else
portal->setLinkedPortalIndex(i + 2);
}
gpu_obj.radius = portal->getLinkedPortalIndex();
}
_gpu_objects.push_back(gpu_obj);
}
void Scene::addMaterial(Material *material)
{
_materials.push_back(material);
this->updateGPUData();
}
void Scene::updateGPUData()
{
GPUObject gpu_obj;
GPUMaterial gpu_mat;
_gpu_objects.clear();
_gpu_materials.clear();
for (unsigned int i = 0; i < _objects.size(); i++)
{
Object *obj = _objects[i];
gpu_mat.color = material->color;
gpu_mat.emission = material->emission;
gpu_mat.roughness = material->roughness;
gpu_mat.metallic = material->metallic;
gpu_mat.refraction = material->refraction;
gpu_mat.type = material->type;
gpu_obj.mat_index = obj->getMaterialIndex();
gpu_obj.position = obj->getPosition();
gpu_obj.type = static_cast<int>(obj->getType());
if (obj->getType() == Object::Type::SPHERE)
{
auto sphere = static_cast<Sphere *>(obj);
gpu_obj.radius = sphere->getRadius();
}
else if (obj->getType() == Object::Type::PLANE)
{
auto plane = static_cast<Plane *>(obj);
gpu_obj.normal = plane->getNormal();
}
else if (obj->getType() == Object::Type::QUAD)
{
auto quad = static_cast<Quad *>(obj);
gpu_obj.vertex1 = quad->getUp();
gpu_obj.vertex2 = quad->getRight();
}
else if (obj->getType() == Object::Type::TRIANGLE)
{
auto triangle = static_cast<Triangle *>(obj);
gpu_obj.vertex1 = triangle->getVertex2();
gpu_obj.vertex2 = triangle->getVertex3();
gpu_obj.normal = triangle->getNormal();
}
else if (obj->getType() == Object::Type::CUBE)
{
auto cube = static_cast<Cube *>(obj);
gpu_obj.position = cube->getPosition();
gpu_obj.vertex1 = cube->getSize();
}
else if (obj->getType() == Object::Type::CYLINDER)
{
auto cylinder = static_cast<Cylinder *>(obj);
gpu_obj.normal = glm::vec3(cylinder->getRadius(), cylinder->getHeight(), 0.0f);
gpu_obj.transform = glm::mat4(cylinder->getRotation());
}
else if (obj->getType() == Object::Type::PORTAL)
{
auto portal = static_cast<Portal *>(obj);
gpu_obj.vertex1 = portal->getUp();
gpu_obj.vertex2 = portal->getRight();
gpu_obj.normal = portal->getNormal();
gpu_obj.transform = glm::mat4(portal->getRotation());
Portal *linked = static_cast<Portal *>(_objects[i - 2]);
if (portal->getLinkedPortalIndex() == -1)
{
if (linked->getType() == Object::Type::PORTAL && linked->getLinkedPortalIndex() == static_cast<int>(i))
portal->setLinkedPortalIndex(i - 2);
else
portal->setLinkedPortalIndex(i + 2);
}
gpu_obj.radius = portal->getLinkedPortalIndex();
}
_gpu_objects.push_back(gpu_obj);
}
for (const auto &material : _materials)
{
gpu_mat.color = material->color;
gpu_mat.emission = material->emission;
gpu_mat.roughness = material->roughness;
gpu_mat.metallic = material->metallic;
gpu_mat.refraction = material->refraction;
gpu_mat.type = material->type;
_gpu_materials.push_back(gpu_mat);
}
_gpu_materials.push_back(gpu_mat);
}
const std::vector<GPUObject>& Scene::getObjectData() const
@ -164,9 +148,9 @@ Camera *Scene::getCamera(void) const
return (_camera);
}
Material *Scene::getMaterial(int material_index)
GPUMaterial Scene::getMaterial(int material_index)
{
if (material_index < 0 || material_index >= (int)_materials.size())
if (material_index < 0 || material_index >= (int)_gpu_materials.size())
throw std::runtime_error("Incorrect material index");
return (_materials[material_index]);
return (_gpu_materials[material_index]);
}