Moved raymarcher to separate file
This commit is contained in:
parent
07b1960d5a
commit
b15b0097b2
4 changed files with 127 additions and 73 deletions
1
Makefile
1
Makefile
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@ -13,6 +13,7 @@ DEMO = \
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utilities.o \
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texture.o \
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rendertarget.o \
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raymarcher.o \
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bloom.o
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DEMO_DEPS = $(DEMO:%.o=.%.d)
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82
main.cc
82
main.cc
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@ -5,6 +5,7 @@
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#include "texture.hh"
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#include "rendertarget.hh"
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#include "bloom.hh"
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#include "raymarcher.hh"
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/*= T_Main ===================================================================*/
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@ -26,15 +27,10 @@ struct T_Main
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ImVec2 mouseInitial;
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ImVec2 mouseMove;
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T_Camera camera;
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T_FilesWatcher watcher;
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std::unique_ptr< T_ShaderProgram > spRaymarch;
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std::unique_ptr< T_ShaderProgram > spCopy;
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std::unique_ptr< T_Texture > txRaymarchOutput;
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std::unique_ptr< T_Rendertarget > rtRaymarchOutput;
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std::unique_ptr< T_Raymarcher > raymarcher;
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std::unique_ptr< T_BloomPass > bloomPass;
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void startIteration( );
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@ -43,13 +39,6 @@ struct T_Main
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void render( );
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void initProgram( );
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// FIXME: move
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int rmIterations = 128;
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float rmStep = .9;
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float rmEpsilon = .000001;
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float rmMaxDist = 50;
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float epsLog = log( rmEpsilon ) / log( 10 );
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};
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/*----------------------------------------------------------------------------*/
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@ -75,13 +64,9 @@ T_Main::T_Main( )
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ImGui_ImplSdl_Init( window );
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initProgram( );
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txRaymarchOutput = std::make_unique< T_Texture >(
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1280 , 720 , E_TexType::RGB16F );
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rtRaymarchOutput = std::make_unique < T_Rendertarget >(
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T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) );
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bloomPass = std::make_unique< T_BloomPass >( watcher , *txRaymarchOutput );
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raymarcher = std::make_unique< T_Raymarcher >( watcher , 1280 , 720 );
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bloomPass = std::make_unique< T_BloomPass >( watcher ,
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raymarcher->output( ) );
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}
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void T_Main::mainLoop( )
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@ -149,7 +134,7 @@ void T_Main::handleCapture( )
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ImGui::SetMouseCursor( ImGuiMouseCursor_Arrow );
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} else if ( capture ) {
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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camera.handleDND( mouseMove , ctrl , shift , lmb );
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raymarcher->camera( ).handleDND( mouseMove , ctrl , shift , lmb );
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} else if ( appCanGrab && mb ) {
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capture = true;
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mouseInitial = ImGui::GetMousePos( );
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@ -159,7 +144,7 @@ void T_Main::handleCapture( )
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}
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if ( ( appCanGrab || capture ) && io.MouseWheel ) {
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camera.handleWheel( io.MouseWheel , ctrl , shift );
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raymarcher->camera( ).handleWheel( io.MouseWheel , ctrl , shift );
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}
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}
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@ -171,19 +156,7 @@ void T_Main::makeUI( )
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ImGui::SetNextWindowPos( ImVec2( ) , ImGuiSetCond_Once );
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ImGui::Begin( "Yay! Demo!" );
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camera.makeUI( );
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if ( ImGui::CollapsingHeader( "Raymarcher" ) ) {
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ImGui::DragInt( "Iterations" , &rmIterations , .1 , 1 , 512 );
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ImGui::DragFloat( "Step" , &rmStep , .005 , .1 , 2 );
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ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f ,
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0.01 , 1000.0 , "%.2f" );
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if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f ,
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-10 , -0.5 , "10 ^ %.2f" ) ) {
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rmEpsilon = pow( 10 , epsLog );
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}
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}
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raymarcher->makeUI( );
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bloomPass->makeUI( );
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ImGui::End( );
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@ -191,37 +164,7 @@ void T_Main::makeUI( )
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void T_Main::render( )
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{
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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if ( spRaymarch->activate( ) && rtRaymarchOutput->activate( ) ) {
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glClearColor( 0 , 1 , 1 , 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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enum {
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U_TIME = 0 ,
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U_RESOLUTION = 1 ,
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U_CAM_POS = 2 ,
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U_LOOK_AT = 3 ,
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U_CAM_UP = 4 ,
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U_NEAR_PLANE = 5 ,
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U_LIGHT_DIR = 6 ,
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U_RAYMARCHER = 7 ,
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};
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glUniform1f( U_TIME , 0 );
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glUniform2f( U_RESOLUTION , dspSize.x , dspSize.y );
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glUniform3fv( U_CAM_POS , 1 , &camera.pos.x );
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glUniform3fv( U_LOOK_AT , 1 , &camera.lookAt.x );
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glUniform3fv( U_CAM_UP , 1 , &camera.up.x );
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glUniform1f( U_NEAR_PLANE , camera.np );
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glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 );
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glUniform4f( U_RAYMARCHER , rmIterations , rmStep ,
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rmEpsilon , rmMaxDist );
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glRectf( -1, -1 , 1 , 1 );
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}
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raymarcher->render( );
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bloomPass->render( );
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glUseProgram( 0 );
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@ -232,13 +175,6 @@ void T_Main::render( )
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void T_Main::initProgram( )
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{
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spRaymarch = std::make_unique< T_ShaderProgram >(
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GL_FRAGMENT_SHADER , watcher );
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spRaymarch->addFile( "raymarch-header.glsl" );
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spRaymarch->addFile( "map.glsl" );
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spRaymarch->addFile( "raymarcher.glsl" );
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spRaymarch->load( );
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spCopy = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
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spCopy->addFile( "copy.glsl" );
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spCopy->load( );
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73
raymarcher.cc
Normal file
73
raymarcher.cc
Normal file
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@ -0,0 +1,73 @@
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#include "externals.hh"
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#include "utilities.hh"
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#include "texture.hh"
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#include "rendertarget.hh"
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#include "raymarcher.hh"
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T_Raymarcher::T_Raymarcher(
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__rw__ T_FilesWatcher& watcher ,
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__rd__ const uint32_t width ,
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__rd__ const uint32_t height )
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: camera_( ) , program_( GL_FRAGMENT_SHADER , watcher ) ,
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txOutput_( width , height , E_TexType::RGB16F ) ,
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rtOutput_( T_RendertargetSetup( ).add( txOutput_ ).create( ) )
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{
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program_.addFile( "raymarch-header.glsl" );
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program_.addFile( "map.glsl" );
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program_.addFile( "raymarcher.glsl" );
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program_.load( );
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}
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void T_Raymarcher::render( )
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{
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if ( !( program_.activate( ) && rtOutput_.activate( ) ) ) {
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return;
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}
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glClearColor( 0 , 1 , 1 , 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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enum {
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U_TIME = 0 ,
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U_RESOLUTION = 1 ,
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U_CAM_POS = 2 ,
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U_LOOK_AT = 3 ,
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U_CAM_UP = 4 ,
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U_NEAR_PLANE = 5 ,
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U_LIGHT_DIR = 6 ,
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U_RAYMARCHER = 7 ,
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};
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glUniform1f( U_TIME , 0 );
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glUniform2f( U_RESOLUTION , rtOutput_.width( ) , rtOutput_.height( ) );
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glUniform3fv( U_CAM_POS , 1 , &camera_.pos.x );
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glUniform3fv( U_LOOK_AT , 1 , &camera_.lookAt.x );
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glUniform3fv( U_CAM_UP , 1 , &camera_.up.x );
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glUniform1f( U_NEAR_PLANE , camera_.np );
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glUniform3f( U_LIGHT_DIR , 0 , 1 , 1 );
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glUniform4f( U_RAYMARCHER , rmIterations , rmStep ,
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rmEpsilon , rmMaxDist );
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glRectf( -1, -1 , 1 , 1 );
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}
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void T_Raymarcher::makeUI( )
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{
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camera_.makeUI( );
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if ( !ImGui::CollapsingHeader( "Raymarcher" ) ) {
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return;
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}
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ImGui::DragInt( "Iterations" , &rmIterations , .1 , 1 , 512 );
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ImGui::DragFloat( "Step" , &rmStep , .005 , .1 , 2 );
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ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f ,
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0.01 , 1000.0 , "%.2f" );
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if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f ,
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-10 , -0.5 , "10 ^ %.2f" ) ) {
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rmEpsilon = pow( 10 , epsLog );
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}
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}
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44
raymarcher.hh
Normal file
44
raymarcher.hh
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@ -0,0 +1,44 @@
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#pragma once
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#ifndef REAL_BUILD
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# define REAL_BUILD
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# include "externals.hh"
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# include "texture.hh"
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# include "rendertarget.hh"
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# include "utilities.hh"
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# undef REAL_BUILD
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#endif
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struct T_Raymarcher
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{
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public:
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T_Raymarcher( ) = delete;
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T_Raymarcher( T_Raymarcher const& ) = delete;
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T_Raymarcher( T_Raymarcher&& ) = delete;
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T_Raymarcher( __rw__ T_FilesWatcher& watcher ,
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__rd__ const uint32_t width ,
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__rd__ const uint32_t height );
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void render( );
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void makeUI( );
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T_Camera const& camera( ) const noexcept { return camera_; }
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T_Camera& camera( ) noexcept { return camera_; }
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T_Texture& output( ) noexcept { return txOutput_; }
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private:
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T_Camera camera_;
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T_ShaderProgram program_;
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T_Texture txOutput_;
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T_Rendertarget rtOutput_;
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int rmIterations = 128;
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float rmStep = .9;
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float rmEpsilon = .000001;
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float rmMaxDist = 50;
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float epsLog = log( rmEpsilon ) / log( 10 );
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};
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