+ | Portals now handled correctly + support

This commit is contained in:
TheRedShip
2025-01-07 22:22:07 +01:00
parent 9df8b78d6d
commit b3e2a0ed34
4 changed files with 50 additions and 29 deletions

View File

@ -24,7 +24,9 @@ class Portal : public Object
float x, y, z;
float x1, y1, z1;
float x2, y2, z2;
int linked_portal;
bool invert_normal;
int mat_index;
if (!(line >> x >> y >> z))
@ -36,8 +38,8 @@ class Portal : public Object
if (!(line >> x2 >> y2 >> z2))
throw std::runtime_error("Missing Portal's second edge");
if (!(line >> linked_portal))
throw std::runtime_error("Missing Portal's linked index");
if (!(line >> invert_normal))
throw std::runtime_error("Missing invert_normal");
if (!(line >> mat_index))
throw std::runtime_error("Missing material properties");
@ -53,12 +55,9 @@ class Portal : public Object
up = normalize(glm::cross(forward, right));
_transform = glm::mat3(right, up, forward);
_normal = forward;
_normal = forward * (invert_normal ? -1.0f : 1.0f);
std::cout << "Portal Transform Matrix:" << std::endl;
std::cout << glm::to_string(_transform) << std::endl;
_linked_portal = linked_portal;
_linked_portal = -1;
_mat_index = mat_index;
}
@ -67,6 +66,25 @@ class Portal : public Object
Portal(const glm::vec3 &position, const glm::vec3 &edge1, const glm::vec3 &edge2, const int linked_portal, const int mat_index)
: Object(position, mat_index), _edge1(edge1), _edge2(edge2), _linked_portal(linked_portal) {}
Quad *createSupportQuad() const
{
float extension = 0.2f;
glm::vec3 right_dir = glm::normalize(_edge1);
glm::vec3 up_dir = glm::normalize(_edge2);
float right_length = glm::length(_edge1) + extension;
float up_length = glm::length(_edge2) + extension;
glm::vec3 center_offset = -(right_dir * (extension / 2.0f) + up_dir * (extension / 2.0f));
glm::vec3 position = _position + _normal * -0.001f + center_offset;
glm::vec3 right = right_dir * right_length;
glm::vec3 up = up_dir * up_length;
return (new Quad(position, right, up, _mat_index));
}
glm::vec3 getEdge1() const { return (_edge1); }
glm::vec3 getEdge2() const { return (_edge2); }
glm::vec3 getNormal() const { return (_normal); }
@ -74,6 +92,7 @@ class Portal : public Object
glm::mat3 getTransform() const { return (_transform); }
int getLinkedPortalIndex() const { return (_linked_portal); }
void setLinkedPortalIndex(int index) { _linked_portal = index; }
Type getType() const override { return Type::PORTAL; }

View File

@ -13,10 +13,7 @@ cu 1 0.5 3 1 1 1 3
cu 1 0.5 -3 1 1 1 4
qu 2.9 0.9 -0.001 0 2.2 0 2.2 0 0 3
po 3 1 0 0 2 0 2 0 0 6 0
qu -3.1 0.9 -0.001 0 2.2 0 2.2 0 0 4
po -3 1 0 0 2 0 2 0 0 4 0
po 3 1 0 0 2 0 2 0 0 0 3
po -3 1 0 0 2 0 2 0 2 1 4
sp 0 30 0 30 2

View File

@ -74,17 +74,14 @@ Ray portalRay(Ray ray, hitInfo hit)
portal_1 = objects[hit.obj_index];
portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
vec3 portal_2_normal = portal_2.normal * sign(dot(ray.direction, portal_2.normal));
relative = hit.position - portal_1.position;
ray.origin = portal_2.position + mat3(portal_2.transform) * relative;
ray.origin += portal_2_normal * 0.01;
mat3 rotation = mat3(portal_2.transform) * transpose(mat3(portal_1.transform));
if (dot(ray.direction, portal_2_normal) < 0.0)
ray.direction = reflect(ray.direction, portal_2_normal);
ray.origin = portal_2.position + rotation * relative;
ray.direction = normalize(rotation * ray.direction);
ray.direction = normalize(mat3(portal_2.transform) * ray.direction);
ray.origin += ray.direction * 0.01f;
return (ray);
}

View File

@ -70,50 +70,58 @@ void Scene::updateGPUData()
_gpu_objects.clear();
_gpu_materials.clear();
for (const auto& obj : _objects)
for (int i = 0; i < _objects.size(); i++)
{
Object *obj = _objects[i];
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<const Sphere *>(obj);
auto sphere = static_cast<Sphere *>(obj);
gpu_obj.radius = sphere->getRadius();
}
else if (obj->getType() == Object::Type::PLANE)
{
auto plane = static_cast<const Plane *>(obj);
auto plane = static_cast<Plane *>(obj);
gpu_obj.normal = plane->getNormal();
}
else if (obj->getType() == Object::Type::QUAD)
{
auto quad = static_cast<const Quad *>(obj);
auto quad = static_cast<Quad *>(obj);
gpu_obj.vertex1 = quad->getEdge1();
gpu_obj.vertex2 = quad->getEdge2();
}
else if (obj->getType() == Object::Type::TRIANGLE)
{
auto triangle = static_cast<const Triangle *>(obj);
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<const Cube *>(obj);
auto cube = static_cast<Cube *>(obj);
gpu_obj.position = cube->getPosition();
gpu_obj.vertex1 = cube->getSize();
gpu_obj.type = static_cast<int>(cube->getType());
}
else if (obj->getType() == Object::Type::PORTAL)
{
auto portal = static_cast<const Portal *>(obj);
auto portal = static_cast<Portal *>(obj);
gpu_obj.vertex1 = portal->getEdge1();
gpu_obj.vertex2 = portal->getEdge2();
gpu_obj.normal = portal->getNormal();
gpu_obj.transform = glm::mat4(portal->getTransform());
gpu_obj.radius = portal->getLinkedPortalIndex();
gpu_obj.radius = i + 2;
if (_objects[i - 2]->getType() == Object::Type::PORTAL)
gpu_obj.radius = i - 2;
Quad *quad = portal->createSupportQuad();
_objects.push_back(quad);
}
_gpu_objects.push_back(gpu_obj);