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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Portal teleportation
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@ -26,6 +26,8 @@ struct GPUCamera
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int bounce;
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};
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class Scene;
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class Camera
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{
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public:
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@ -34,12 +36,14 @@ class Camera
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~Camera(void);
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void update(float deltaTime);
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void update(Scene *scene, float deltaTime);
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void processMouse(float xoffset, float yoffset, bool constrainPitch);
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void processKeyboard(bool forward, bool backward, bool left, bool right, bool up, bool down);
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void updateCameraVectors();
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void portalTeleport(Scene *scene);
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glm::vec3 getPosition();
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glm::vec2 getDirection();
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glm::mat4 getViewMatrix();
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@ -22,10 +22,10 @@ pl 0 2 0 0 -1 0 0 // ceiling
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pl 0 -2 0 0 1 0 2 // floor
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qu -1 1.999 -1 2 0 0 0 0 2 6
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qu -1 1.999 -1 0 0 2 2 0 0 1 6
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OBJ scenes/obj/Dragon_800K.obj -0.5 0 0.55 5 0 90 0
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OBJ scenes/obj/Dragon_800K.obj 0.5 0 -0.55 5 0 -90 0
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po -1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
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po 1.99 -0.5 -0.5 0 1 0 0 0 1 0 4
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po -1.99 -0.5 -0.5 0 1 0 0 0 1 0 4
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po 1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
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@ -19,7 +19,7 @@ cu 0 10 0 5 5 5 3
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sp 0 10 0 1 4
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OBJ obj/lambo.obj 0 1.5 0 1 0 0 0
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OBJ scenes/obj/lambo.obj 0 1.5 0 1 0 0 0
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@ -3,18 +3,27 @@ CAM 0 2.59881 7 -4.8 -89.9996 0 1 90 5
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MAT 100 200 100 0.0 0.0 0.0 // 0
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MAT 200 200 200 0.0 0.0 0.0 // 1
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MAT 200 200 200 0 0 0 // 2 portal
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MAT 200 100 100 0 0 0 // 2 portal
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MAT 100 100 200 0 0 0 // 3 portal
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MAT 100 200 100 0 0 0 // 4 portal
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MAT 200 100 200 0 0 0 // 5 portal
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pl 0 0 0 0 1 0 0
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# long tunnel
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po -1.5 0 4.5 3 0 0 0 3 0 0 2
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po -1.5 0 -4.5 3 0 0 0 3 0 1 2
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qu -1.5 0 -5 0 3 0 0 0 10 0 1
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qu 1.5 0 -5 0 3 0 0 0 10 0 1
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qu -1.5 3 -5 3 0 0 0 0 10 0 1
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# long tunnel entrance
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po -1.5 0 5 3 0 0 0 3 0 0 2
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po 9.5 0 0.95 3 0 0 0 3 0 1 2
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# long tunnel entrance behind
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po -1.5 0 -5 3 0 0 0 3 0 1 3
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po 9.5 0 -0.95 3 0 0 0 3 0 0 3
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# small tunnel
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qu 9.5 0 -1 0 3 0 0 0 2 0 1
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@ -22,9 +31,9 @@ qu 12.5 0 -1 0 3 0 0 0 2 0 1
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qu 9.5 3 -1 3 0 0 0 0 2 0 1
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# small tunnel entrance
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po 9.5 0 1 3 0 0 0 3 0 0 2
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po -1.5 0 4.49 3 0 0 0 3 0 1 2
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# po 9.5 0 1 3 0 0 0 3 0 0 4
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# po -1.5 0 4.99 3 0 0 0 3 0 1 4
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#small tunnel entrace behind
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po 9.5 0 -1 3 0 0 0 3 0 1 2
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po -1.5 0 -4.49 3 0 0 0 3 0 0 2
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# #small tunnel entrace behind
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# po 9.5 0 -1 3 0 0 0 3 0 1 5
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# po -1.5 0 -4.99 3 0 0 0 3 0 0 5
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@ -36,7 +36,7 @@ void Camera::updateCameraVectors()
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_up = glm::normalize(glm::cross(_right, _forward));
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}
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void Camera::update(float delta_time)
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void Camera::update(Scene *scene, float delta_time)
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{
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// delta_time = std::min(delta_time, 0.01f);
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@ -51,8 +51,46 @@ void Camera::update(float delta_time)
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_position += _velocity * delta_time;
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_acceleration = glm::vec3(0.0f);
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this->portalTeleport(scene);
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}
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void Camera::portalTeleport(Scene *scene)
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{
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for (const GPUObject &obj : scene->getObjectData())
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{
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if (obj.type != (int)Object::Type::PORTAL)
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continue;
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glm::vec3 portal_to_camera = _position - obj.position;
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float distance_plane = glm::dot(portal_to_camera, obj.normal);
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glm::vec3 point_projected = _position - distance_plane * obj.normal;
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glm::mat2 A = glm::mat2(
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glm::dot(obj.vertex1, obj.vertex1), glm::dot(obj.vertex1, obj.vertex2),
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glm::dot(obj.vertex1, obj.vertex2), glm::dot(obj.vertex2, obj.vertex2)
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);
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glm::vec2 b = glm::vec2(
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glm::dot(point_projected - obj.position, obj.vertex1),
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glm::dot(point_projected - obj.position, obj.vertex2)
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);
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glm::vec2 alphaBeta = glm::inverse(A) * b;
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if (alphaBeta.x >= 0.0f && alphaBeta.x <= 1.0f && alphaBeta.y >= 0.0f && alphaBeta.y <= 1.0f)
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{
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float distance = glm::length(point_projected - _position);
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if (distance < 0.1f)
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{
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GPUObject linked_portal = scene->getObjectData()[obj.radius];
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std::cout << glm::to_string(point_projected) << std::endl;
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_position = linked_portal.position + (_position - obj.position) - linked_portal.normal * 0.1f;
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std::cout << "Teleporting to " << glm::to_string(_position) << std::endl;
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break ;
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}
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}
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}
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}
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void Camera::processMouse(float xoffset, float yoffset, bool constraint_pitch = true)
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{
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@ -155,7 +155,7 @@ void Window::display()
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void Window::pollEvents()
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{
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this->process_input();
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_scene->getCamera()->update(_delta);
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_scene->getCamera()->update(_scene, _delta);
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glfwPollEvents();
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}
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