Started work on BSP loading, still debugging errors
This commit is contained in:
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f84f9d996e
commit
faf97687a9
@ -194,12 +194,12 @@ Renderer::Renderer(Window& win) : win(win) {
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shader_buffer = std::make_unique<ShaderBuffer>(phys_dev, dev);
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textures = createResources({
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"assets/textures/eire.png",
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"assets/textures/oil.jpg",
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});
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std::vector<Shader> shaders = {
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{dev, "assets/shaders/ray.vert.spv", vk::ShaderStageFlagBits::eVertex },
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{ dev, "assets/shaders/manual.frag.spv", vk::ShaderStageFlagBits::eFragment },
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{ dev, "assets/shaders/ray.frag.spv", vk::ShaderStageFlagBits::eFragment },
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};
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std::vector<vk::DescriptorSetLayoutBinding> bindings = {
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@ -220,10 +220,24 @@ Renderer::Renderer(Window& win) : win(win) {
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{ { -1.0,-1.0 } },
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});
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shader_buffer->upload(std::vector<Object> {
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{ { 0.0, -10.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0, 0.0 }, 0, Shape::SPHERE },
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{ { 0.0, -12.0, 0.0, 0.0 }, { 10.0, 1.0, 10.0, 0.0 }, 1, Shape::BOX },
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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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/* for planes, center.xyz holds normal, dimensions.x holds distance */
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objects.push_back(Object{
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.center = glm::vec4(plane.norm, 0.0),
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.dimensions = glm::vec4(plane.dist, 0.0, 0.0, 0.0),
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.id = id,
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.shape = Shape::ePLANE,
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});
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id++;
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}
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shader_buffer->upload(objects);
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pipeline = std::make_unique<GraphicsPipeline>(dev, shaders, swapchain->extent, *render_pass, bindings, *vertex_buffer);
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@ -336,6 +350,7 @@ void Renderer::draw() {
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.viewport = glm::vec4(viewport.width, viewport.y, 0.0, 0.0),
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.cam_dir = cam.dir(),
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.n_objects = 2,
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.rad = rad,
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});
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command_buffer->bind(*pipeline);
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@ -5,11 +5,12 @@
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#define VULKAN_HPP_NO_STRUCT_CONSTRUCTORS
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#include <vulkan/vulkan.hpp>
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#include <Renderer/Swapchain.hpp>
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#include <Renderer/CommandBuffer.hpp>
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#include <Renderer/RenderPass.hpp>
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#include <Renderer/ShaderBuffer.hpp>
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#include <Renderer/Swapchain.hpp>
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#include <Scene/BSP.hpp>
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#include <Scene/Camera.hpp>
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#include <UI/UI.hpp>
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@ -46,7 +47,6 @@ struct Renderer {
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std::unique_ptr<CommandBuffer> command_buffer;
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std::unique_ptr<RenderPass> render_pass;
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std::unique_ptr<GraphicsPipeline> pipeline;
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/* just holds single quad */
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std::unique_ptr<ShaderBuffer> shader_buffer;
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@ -55,6 +55,8 @@ struct Renderer {
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std::vector<Texture> textures;
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std::unique_ptr<Q3BSP::BSP> bsp;
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uint32_t current_image_idx;
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uint64_t frame = 0;
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@ -67,5 +69,6 @@ struct Renderer {
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/* time speed */
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float time = 0.0;
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float speed = 1.0;
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float rad = 1.0;
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bool running = true;
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};
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@ -21,6 +21,7 @@ layout (set = 0, binding = 0) uniform Matrices {
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vec4 viewport;
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vec3 cam_dir;
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uint n_objects;
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float rad;
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};
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*/
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@ -30,6 +31,7 @@ struct UniformData {
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vec4 viewport;
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vec3 cam_dir;
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uint n_objects;
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float rad;
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};
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struct UniformBuffer {
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60
Scene/BSP.cpp
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60
Scene/BSP.cpp
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@ -0,0 +1,60 @@
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#include <Scene/BSP.hpp>
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#include <util/file.hpp>
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#include <util/log.hpp>
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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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dst.resize(lump.len);
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std::memcpy(dst.data(), (u8*)file_data + (size_t)lump.offset, lump.len);
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}
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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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dst.resize(lump.len / sizeof(T));
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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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}
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BSP::BSP(const std::string& fname) : filename(fname) {
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file_data = file::slurpb(fname);
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Log::debug("File size: %zu\n", file_data.size());
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header = reinterpret_cast<Header*>(file_data.data());
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Log::info("Loading BSP: %s\n", fname.c_str());
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if(header->magic != BSP_MAGIC) {
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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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}
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copy_data(file_data.data(), entities, header->entities);
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copy_data(file_data.data(), textures, header->textures);
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copy_data(file_data.data(), planes, header->planes);
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copy_data(file_data.data(), nodes, header->nodes);
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copy_data(file_data.data(), leafs, header->leafs);
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copy_data(file_data.data(), leaf_faces, header->leaf_faces);
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copy_data(file_data.data(), leaf_brushes, header->leaf_brushes);
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copy_data(file_data.data(), models, header->models);
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copy_data(file_data.data(), brushes, header->brushes);
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copy_data(file_data.data(), brush_sides, header->brush_sides);
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copy_data(file_data.data(), vertices, header->vertices);
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copy_data(file_data.data(), mesh_vertices, header->mesh_vertices);
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copy_data(file_data.data(), effects, header->effects);
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copy_data(file_data.data(), faces, header->faces);
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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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}
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191
Scene/BSP.hpp
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191
Scene/BSP.hpp
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@ -0,0 +1,191 @@
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#pragma once
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#include <util/int.hpp>
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#include <glm/glm.hpp>
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#include <vector>
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#include <string>
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/* contains loading functions for Quake III-style BSPs */
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namespace Q3BSP {
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struct Lump {
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u32 offset;
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u32 len;
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};
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using rgb = glm::u8vec3;
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using rgba = glm::u8vec4;
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/* "IBSP" */
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const uint32_t BSP_MAGIC = 0x50534249U;
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struct Header {
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u32 magic;
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u32 version;
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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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};
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};
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struct Texture {
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char name[64];
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/* values of unknown meaning - TODO: check darkplaces or some other 3rd party loader */
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i32 flags;
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i32 contents;
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};
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struct Plane {
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glm::vec3 norm;
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float dist;
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};
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struct Node {
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u32 plane;
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/* negative numbers are leaf indices */
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i32 children[2];
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/* bounding box coords (integer) */
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glm::ivec3 bb_mins;
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glm::ivec3 bb_maxes;
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};
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struct Leaf {
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i32 cluster_idx;
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u32 area;
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glm::ivec3 bb_mins;
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glm::ivec3 bb_maxes;
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i32 first_leaf_face_idx;
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u32 n_leaf_faces;
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i32 first_leaf_brush_idx;
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u32 n_leaf_brushes;
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};
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struct LeafFaces {
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/* list of face indices (one list per leaf) */
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i32 face_idx;
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};
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struct LeafBrush {
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/* list of brush indices (one list leaf) */
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i32 brush_idx;
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};
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struct Model {
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glm::vec3 bb_mins;
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glm::vec3 bb_maxes;
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i32 first_face_idx;
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u32 n_faces;
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i32 first_brush_idx;
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u32 n_brushes;
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};
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struct Brush {
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i32 first_brushside_idx;
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u32 n_brushsides;
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i32 texture_idx;
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};
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struct BrushSide {
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i32 plane_idx;
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i32 texture_idx;
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};
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struct Vertex {
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glm::vec3 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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};
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struct MeshVertex {
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i32 idx;
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};
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struct Effect {
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char name[64];
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i32 brush_idx;
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/* almost always 5 for some reason */
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i32 unknown;
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};
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struct Face {
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i32 texture_idx;
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/* -1 if no effect */
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i32 effect_idx;
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enum FaceType {
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ePOLYGON = 1,
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ePATCH = 2,
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eMESH = 3,
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eBILLBOARD = 4,
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} type;
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i32 first_vertex_idx;
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u32 n_vertices;
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i32 first_mesh_vertex_idx;
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u32 n_mesh_vertices;
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i32 lightmap_idx;
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glm::vec2 lightmap_start;
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glm::vec2 lightmap_end;
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glm::vec3 lightmap_origin;
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glm::vec3 lightmap_unit_vectors[2];
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glm::vec3 norm;
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glm::ivec2 patch_dimensions;
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};
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struct Lightmap {
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u8 map[128][128][3];
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};
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struct Lightvol {
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rgb ambient;
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rgb directional;
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/* spherical coordinates */
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glm::u8vec2 direction;
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};
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struct VisibilityInfo {
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u32 sz_vectors;
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std::vector<u8> vectors;
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};
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struct BSP {
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Header* header;
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BSP(const std::string& fname);
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std::string filename;
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std::vector<u8> file_data;
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std::string entities;
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std::vector<Texture> textures;
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std::vector<Plane> planes;
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std::vector<Node> nodes;
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std::vector<Leaf> leafs;
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std::vector<LeafBrush> leaf_brushes;
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std::vector<LeafFaces> leaf_faces;
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std::vector<Model> models;
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std::vector<Brush> brushes;
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std::vector<BrushSide> brush_sides;
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std::vector<Vertex> vertices;
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std::vector<MeshVertex> mesh_vertices;
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std::vector<Effect> effects;
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std::vector<Face> faces;
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std::vector<Lightmap> lightmaps;
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std::vector<Lightvol> lightvols;
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VisibilityInfo vis_info;
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};
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}
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@ -6,8 +6,9 @@ using namespace glsl;
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enum Shape {
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SPHERE,
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BOX,
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eSPHERE,
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eBOX,
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ePLANE,
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};
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struct Object {
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@ -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, .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 }, dev(ren->dev) {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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@ -89,11 +89,9 @@ void UI::newFrame() {
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ImGui::SetNextWindowBgAlpha(0.5f);
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ImGui::Begin("Rendering Info", nullptr);
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auto target = info.cam.dir() + info.cam.pos;
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ImGui::Text("FPS: %f", info.fps);
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ImGui::Text("Time: %f", info.time);
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ImGui::Text("Target: %f %f %f", target.x, target.y, target.z);
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ImGui::SliderFloat("Rad", &info.rad, 0.0, 3.0);
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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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@ -13,6 +13,8 @@ struct UI {
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float fps = 0.0;
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bool& flycam;
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float& time;
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/* for cantor */
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float& rad;
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/* camera stuff */
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Camera& cam;
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} info;
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BIN
assets/maps/git.bsp
Normal file
BIN
assets/maps/git.bsp
Normal file
Binary file not shown.
@ -3,17 +3,22 @@
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#define MAX_STEPS 100
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#define MAX_DIST 1000.0
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layout (set = 0, binding = 1) uniform sampler2D tex;
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layout (set = 0, binding = 0) uniform Matrices {
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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uint n_objects;
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float rad;
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};
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layout (location = 0) in vec2 pos;
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layout (location = 0) out vec4 fragColor;
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vec2 eps = vec2(0.001, 0.0);
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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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@ -24,6 +29,14 @@ float op_subtract(float v1, float v2) {
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return max(v1, -v2);
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}
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/* twists! in the xz */
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vec3 op_twist(vec3 p, float k) {
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float c = cos(k*p.y);
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float s = sin(k*p.y);
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mat2 m = mat2(c, -s, s, c);
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return vec3(m*p.xz, p.y);
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}
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float box(vec3 p, vec3 r) {
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vec3 q = abs(p) - r;
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return length(max(q,0.0)) + min(max(q.x, max(q.y,q.z)), 0.0);
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@ -49,6 +62,7 @@ float sphere(vec3 p, float r) {
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}
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float sdf(vec3 p) {
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p = op_twist(p.xzy, cos(time)).xzy;
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float d = box(p, vec3(1.0));
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float s = 1.0;
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for(int i = 0; i < 5; i++) {
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@ -56,24 +70,34 @@ float sdf(vec3 p) {
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vec3 a = mod(p * s, 2.0) - 1.0;
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s *= 3.0;
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vec3 r = 1.0 - 3.0*abs(a);
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float c = infcross(r, 1.0)/s;
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float c = infcross(r, rad)/s;
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d = max(d, c);
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}
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return d;
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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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);
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}
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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 vec2(t, float(i));
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/*else if(dt > MAX_DIST)
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return vec2(t, float(i));*/
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else if(dt > MAX_DIST)
|
||||
return vec2(0.0, -1.0);
|
||||
t += dt;
|
||||
}
|
||||
|
||||
return vec2(0, 64.0);
|
||||
return vec2(0.0, 64.0);
|
||||
}
|
||||
|
||||
vec3 raygen() {
|
||||
@ -84,10 +108,19 @@ vec3 raygen() {
|
||||
return normalize(pos.x * right + pos.y * up + forward * 2.0);
|
||||
}
|
||||
|
||||
vec3 gamma(vec3 c) {
|
||||
return pow(c, vec3(0.4545));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 dir = raygen();
|
||||
vec2 d = raycast(dir);
|
||||
vec3 point = cam_pos + dir * d.x;
|
||||
if(d.y == -1.0) {
|
||||
fragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
fragColor = vec4(d.y/MAX_STEPS);
|
||||
|
||||
fragColor.xyz = gamma(fragColor.xyz);
|
||||
}
|
||||
Binary file not shown.
@ -1,5 +1,11 @@
|
||||
#version 450 core
|
||||
|
||||
#define MAX_STEPS 64
|
||||
|
||||
const vec2 eps = vec2(0.001, 0.0);
|
||||
|
||||
layout (set = 0, binding = 1) uniform sampler2D tex;
|
||||
|
||||
layout (set = 0, binding = 0) uniform Matrices {
|
||||
vec3 cam_pos;
|
||||
float time;
|
||||
@ -12,11 +18,13 @@ layout (set = 0, binding = 0) uniform Matrices {
|
||||
enum Shape {
|
||||
SPHERE,
|
||||
BOX,
|
||||
PLANE,
|
||||
};
|
||||
*/
|
||||
|
||||
#define SPHERE 0
|
||||
#define BOX 1
|
||||
#define PLANE 2
|
||||
|
||||
struct Object {
|
||||
vec4 center;
|
||||
@ -42,14 +50,18 @@ float op_subtract(float v1, float v2) {
|
||||
return max(v1, -v2);
|
||||
}
|
||||
|
||||
float sphere(vec3 p, vec3 c, float r) {
|
||||
return length(p-c) - r;
|
||||
}
|
||||
|
||||
float box(vec3 p, vec3 c, vec3 r) {
|
||||
p -= c;
|
||||
vec3 q = abs(p) - r;
|
||||
return length(max(q,0.0)) + min(max(q.x, max(q.y,q.z)), 0.0);
|
||||
}
|
||||
|
||||
float sphere(vec3 p, vec3 c, float r) {
|
||||
return length(p-c) - r;
|
||||
float plane(vec3 p, vec3 norm, float d) {
|
||||
return dot(p, norm) + d;
|
||||
}
|
||||
|
||||
float obj_to_sdf(vec3 p, uint n) {
|
||||
@ -63,26 +75,36 @@ float obj_to_sdf(vec3 p, uint n) {
|
||||
}
|
||||
}
|
||||
|
||||
float map(vec2 p) {
|
||||
return sin(p.x)*sin(p.y);
|
||||
}
|
||||
|
||||
float terrain(vec3 p) {
|
||||
/* render terrain with bumps */
|
||||
return box(p, vec3(0.0), vec3(100.0, 0.1, 100.0)) - abs(map(p.xz));
|
||||
}
|
||||
|
||||
float sdf(vec3 pos) {
|
||||
float d = 100000000.0;
|
||||
/*float d = 100000000.0;
|
||||
for(uint i = 0; i < n_objects; i++) {
|
||||
d = op_union(d, obj_to_sdf(pos, i));
|
||||
}
|
||||
}*/
|
||||
|
||||
/*float dsphere = sphere(pos, vec3(0.0, 3.0*sin(time)-10.0, 0.0), 1.0);
|
||||
float dbox = box(pos, vec3(0.0, -10.0, 0.0), vec3(10.0, 1.0, 10.0));
|
||||
float dpellet = sphere(pos, vec3(0.0, 10.0*sin(time) - 10.0, 0.0), 0.1);
|
||||
float d = op_union(op_subtract(dbox, dsphere), dpellet);*/
|
||||
|
||||
return d;
|
||||
|
||||
return terrain(pos);
|
||||
}
|
||||
|
||||
float raycast(vec3 dir) {
|
||||
float t = 0.0;
|
||||
for(int i = 0; i < 64; i++) {
|
||||
for(int i = 0; i < MAX_STEPS; i++) {
|
||||
float dt = sdf(cam_pos + dir * t);
|
||||
if(dt < 0.0001*t)
|
||||
return t;
|
||||
return float(i)/MAX_STEPS;
|
||||
else if(dt > 200.0)
|
||||
return -1.0;
|
||||
t += dt;
|
||||
@ -91,6 +113,17 @@ float raycast(vec3 dir) {
|
||||
return -1.0;
|
||||
}
|
||||
|
||||
vec3 norm(vec3 pos) {
|
||||
return normalize(
|
||||
vec3(
|
||||
sdf(pos+eps.xyy),
|
||||
sdf(pos+eps.yxy),
|
||||
sdf(pos+eps.yyx)
|
||||
) - sdf(pos)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
vec3 raygen() {
|
||||
vec3 forward = cam_dir;
|
||||
vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
|
||||
@ -102,12 +135,9 @@ vec3 raygen() {
|
||||
void main() {
|
||||
vec3 dir = raygen();
|
||||
float d = raycast(dir);
|
||||
vec3 point = cam_pos + dir * d;
|
||||
|
||||
float c = 1.0-(length(point)*0.075);
|
||||
|
||||
if(d < 0.0)
|
||||
fragColor = vec4(0.1);
|
||||
fragColor = vec4(0.0);
|
||||
else
|
||||
fragColor = vec4(c);
|
||||
fragColor = vec4(abs(norm(d*dir+cam_pos)).r);
|
||||
}
|
||||
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user