Fixed loading
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faf97687a9
commit
a3efba825f
@ -6,7 +6,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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if(WIN32)
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set(CMAKE_CXX_FLAGS "-D_DEBUG")
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else()
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set(CMAKE_CXX_FLAGS "-D_DEBUG -Wall")
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set(CMAKE_CXX_FLAGS "-D_DEBUG -Wall -D_GLIBCXX_DEBUG -fsanitize=address")
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endif()
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project(Pleascach)
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@ -191,7 +191,11 @@ Renderer::Renderer(Window& win) : win(win) {
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command_buffer = std::make_unique<CommandBuffer>(dev, queue_family);
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uniform_buffer = std::make_unique<UniformBuffer>(phys_dev, dev);
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shader_buffer = std::make_unique<ShaderBuffer>(phys_dev, dev);
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/* load map */
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bsp = std::make_unique<Q3BSP::BSP>("assets/maps/git.bsp");
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shader_buffer = std::make_unique<ShaderBuffer>(phys_dev, dev, bsp->planes.size());
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textures = createResources({
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"assets/textures/oil.jpg",
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@ -220,10 +224,6 @@ Renderer::Renderer(Window& win) : win(win) {
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{ { -1.0,-1.0 } },
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});
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/* load map */
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bsp = std::make_unique<Q3BSP::BSP>("assets/maps/git.bsp");
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std::vector<Object> objects;
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objects.reserve(bsp->planes.size());
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uint id = 0;
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for (const auto& plane : bsp->planes) {
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@ -358,7 +358,7 @@ void Renderer::draw() {
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command_buffer->command_buffer.setScissor(0, scissor);
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command_buffer->bind(pipeline->layout, pipeline->desc_set);
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command_buffer->bind(*vertex_buffer);
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shader_buffer->objects[0].center.y += glm::sin(time)/10.0;
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//shader_buffer->objects[0].center.y += glm::sin(time)/10.0;
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command_buffer->command_buffer.draw(6, 1, 0, 0);
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/* draw User Interface stuff */
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@ -60,6 +60,8 @@ struct Renderer {
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uint32_t current_image_idx;
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uint64_t frame = 0;
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std::vector<Object> objects;
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std::unique_ptr<UI> ui;
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Camera cam{ .pos = glm::vec3(0.0, 0.0, -1.0), };
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@ -1,5 +1,7 @@
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#pragma once
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#include <memory>
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#include <util/glsl_types.hpp>
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#include <Scene/Object.hpp>
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@ -3,6 +3,8 @@
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#include <util/file.hpp>
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#include <util/log.hpp>
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#include <cstring>
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using namespace Q3BSP;
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static inline void copy_data(void* file_data, std::string& dst, Lump& lump) {
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@ -12,9 +14,11 @@ static inline void copy_data(void* file_data, std::string& dst, Lump& lump) {
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template<typename T>
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static inline void copy_data(void* file_data, std::vector<T>& dst, Lump& lump) {
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Log::debug("Size: %zu (%zu)\n", lump.len/sizeof(T), lump.len);
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dst.resize(lump.len / sizeof(T));
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puts("ALLOC'D");
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//Log::debug("%p %p\n", dst.data(), (u8*)file_data + lump.offset);
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std::memcpy(dst.data(), (u8*)file_data + (size_t)lump.offset, lump.len);
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std::memcpy(dst.data(), ((u8*)file_data) + lump.offset, lump.len);
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}
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BSP::BSP(const std::string& fname) : filename(fname) {
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@ -28,11 +32,9 @@ BSP::BSP(const std::string& fname) : filename(fname) {
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Log::error("BSP file missing magic!\n");
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}
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size_t i = 0;
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for (auto& lump : header->lumps) {
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i++;
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Log::debug("%i: Offset: %u | Length: %u\n", i, lump.offset, lump.len);
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Log::debug("\tPointer: 0x%p\n", (u8*)file_data.data() + (size_t)lump.offset);
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for (size_t i = 0; i < std::size(header->lumps); i++) {
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Log::debug("%i: Offset: %u | Length: %u\n", i, header->lumps[i].offset, header->lumps[i].len);
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Log::debug("\tPointer: 0x%p\n", (u8*)file_data.data() + (size_t)header->lumps[i].offset);
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}
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copy_data(file_data.data(), entities, header->entities);
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@ -52,9 +54,9 @@ BSP::BSP(const std::string& fname) : filename(fname) {
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copy_data(file_data.data(), lightmaps, header->lightmaps);
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copy_data(file_data.data(), lightvols, header->lightvols);
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vis_info.sz_vectors = *reinterpret_cast<u32*>(file_data.data() + header->vis_info.offset);
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vis_info.vectors.resize(header->vis_info.len);
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std::memcpy(vis_info.vectors.data(), file_data.data() + header->vis_info.offset + sizeof(u32), header->vis_info.len);
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vis_info = *reinterpret_cast<VisibilityInfo*>(file_data.data() + header->vis_info.offset);
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vis_info.sz_vectors = reinterpret_cast<u32*>(file_data.data() + header->vis_info.offset)[1];
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auto sz = header->vis_info.len;
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Log::debug("Size: %u\n", sz);
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vis_info.vectors.resize(sz);
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std::memcpy(vis_info.vectors.data(), file_data.data() + header->vis_info.offset + 2*sizeof(u32), sz);
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}
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@ -23,23 +23,25 @@ namespace Q3BSP {
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union {
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Lump lumps[17];
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Lump entities,
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textures,
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planes,
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nodes,
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leafs,
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leaf_faces,
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leaf_brushes,
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models,
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brushes,
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brush_sides,
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vertices,
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mesh_vertices,
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effects,
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faces,
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lightmaps,
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lightvols,
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vis_info;
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struct {
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Lump entities,
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textures,
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planes,
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nodes,
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leafs,
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leaf_faces,
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leaf_brushes,
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models,
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brushes,
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brush_sides,
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vertices,
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mesh_vertices,
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effects,
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faces,
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lightmaps,
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lightvols,
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vis_info;
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};
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};
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};
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@ -108,7 +110,8 @@ namespace Q3BSP {
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};
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struct Vertex {
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glm::vec3 tex_coords;
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glm::vec3 position;
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glm::vec2 tex_coords;
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glm::vec2 lightmap_coords;
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glm::vec3 normal;
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glm::u8vec4 color;
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14
UI/UI.cpp
14
UI/UI.cpp
@ -11,7 +11,7 @@
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#include <Scene/Camera.hpp>
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UI::UI(Renderer* ren) : info { .flycam = ren->flycam, .time = ren->time, .rad = ren->rad, .cam = ren->cam }, dev(ren->dev) {
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UI::UI(Renderer* ren) : info { .flycam = ren->flycam, .time = ren->time, .rad = ren->rad, .cam = ren->cam, .objects = ren->objects}, dev(ren->dev) {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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@ -95,9 +95,15 @@ void UI::newFrame() {
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ImGui::SliderFloat("Theta", &info.cam.theta, 0.0, glm::pi<float>());
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ImGui::SliderFloat("Phi", &info.cam.phi, 0.0, glm::two_pi<float>());
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ImGui::SliderFloat("X", &info.cam.pos.x, -10.0, 10.0);
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ImGui::SliderFloat("Y", &info.cam.pos.y, -10.0, 10.0);
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ImGui::SliderFloat("Z", &info.cam.pos.z, -10.0, 10.0);
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ImGui::SliderFloat("X", &info.cam.pos.x, -1000.0, 1000.0);
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ImGui::SliderFloat("Y", &info.cam.pos.y, -1000.0, 1000.0);
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ImGui::SliderFloat("Z", &info.cam.pos.z, -1000.0, 1000.0);
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if(ImGui::CollapsingHeader("Objects")) {
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for(const auto& obj : info.objects) {
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ImGui::Text("(%f %f %f) + %f", obj.center.x, obj.center.y, obj.center.z, obj.dimensions.x);
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}
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}
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ImGui::End();
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@ -5,6 +5,9 @@
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#include <Renderer/CommandBuffer.hpp>
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#include <vector>
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struct Object;
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struct Renderer;
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struct Camera;
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@ -17,6 +20,7 @@ struct UI {
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float& rad;
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/* camera stuff */
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Camera& cam;
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const std::vector<Object>& objects;
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} info;
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vk::Device dev;
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@ -41,8 +41,10 @@ layout (location = 0) in vec2 pos;
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layout (location = 0) out vec4 fragColor;
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/* joins two parts of a scene */
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float op_union(float v1, float v2) {
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return min(v1, v2);
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vec2 op_union(vec2 v1, float v2, float id) {
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if(v1.x > v2)
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return vec2(v2, id);
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return v1;
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}
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/* subtracts sdf from scene */
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@ -51,7 +53,7 @@ float op_subtract(float v1, float v2) {
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}
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float sphere(vec3 p, vec3 c, float r) {
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return length(p-c) - r;
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return abs(length(p-c) - r);
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}
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float box(vec3 p, vec3 c, vec3 r) {
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@ -61,7 +63,7 @@ float box(vec3 p, vec3 c, vec3 r) {
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}
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float plane(vec3 p, vec3 norm, float d) {
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return dot(p, norm) + d;
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return dot(p, normalize(norm)) + d;
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}
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float obj_to_sdf(vec3 p, uint n) {
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@ -72,6 +74,9 @@ float obj_to_sdf(vec3 p, uint n) {
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case BOX:
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return box(p, objects[n].center.xyz, objects[n].dimensions.xyz);
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break;
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case PLANE:
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return plane(p, objects[n].center.xyz, objects[n].dimensions.x);
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break;
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}
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}
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@ -84,42 +89,48 @@ float terrain(vec3 p) {
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return box(p, vec3(0.0), vec3(100.0, 0.1, 100.0)) - abs(map(p.xz));
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}
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float sdf(vec3 pos) {
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/*float d = 100000000.0;
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/* <distance, id> */
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vec2 sdf(vec3 pos) {
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vec2 d = vec2(100000000.0, -1.0);
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for(uint i = 0; i < n_objects; i++) {
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d = op_union(d, obj_to_sdf(pos, i));
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}*/
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d = op_union(d, obj_to_sdf(pos, i), objects[n_objects].id);
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}
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/*float dsphere = sphere(pos, vec3(0.0, 3.0*sin(time)-10.0, 0.0), 1.0);
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float dbox = box(pos, vec3(0.0, -10.0, 0.0), vec3(10.0, 1.0, 10.0));
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float dpellet = sphere(pos, vec3(0.0, 10.0*sin(time) - 10.0, 0.0), 0.1);
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float d = op_union(op_subtract(dbox, dsphere), dpellet);*/
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//d = op_union(d, plane(pos, normalize(vec3(1.0)), 50.0));
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return terrain(pos);
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return d;
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}
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float raycast(vec3 dir) {
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vec2 raycast(vec3 dir) {
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float t = 0.0;
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for(int i = 0; i < MAX_STEPS; i++) {
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float dt = sdf(cam_pos + dir * t);
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if(dt < 0.0001*t)
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return float(i)/MAX_STEPS;
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else if(dt > 200.0)
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return -1.0;
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t += dt;
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vec2 dt = sdf(cam_pos + dir * t);
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if(dt.y == -1.0)
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return dt;
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if(dt.x < 0.0001*t)
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return vec2(t, dt.y);
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// return float(i)/MAX_STEPS;
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else if(dt.x > 2000.0)
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return vec2(dt.x, -1.0);
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t += dt.x;
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}
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return -1.0;
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return vec2(0.0, -1.0);
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}
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vec3 norm(vec3 pos) {
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return normalize(
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vec3(
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sdf(pos+eps.xyy),
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sdf(pos+eps.yxy),
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sdf(pos+eps.yyx)
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) - sdf(pos)
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sdf(pos+eps.xyy).x,
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sdf(pos+eps.yxy).x,
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sdf(pos+eps.yyx).x
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) - sdf(pos).x
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);
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}
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@ -134,10 +145,12 @@ vec3 raygen() {
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void main() {
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vec3 dir = raygen();
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float d = raycast(dir);
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vec2 d = raycast(dir);
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if(d < 0.0)
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fragColor = vec4(0.0);
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vec3 p = d.x*dir + cam_pos;
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if(d.y != -1.0)
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fragColor = vec4(d.y/n_objects);
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else
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fragColor = vec4(abs(norm(d*dir+cam_pos)).r);
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fragColor = vec4(0.0);
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}
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