#pragma once
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#include "gp_config.hpp"
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#include "gp/algorithm/min_of.hpp"
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#include "gp/allocator/buddy.hpp"
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#include "gp/function.hpp"
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#include "gp/indexed_array.hpp"
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#include "gp/math.hpp"
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using vec2 = gp::vec2_g<>;
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using vec3 = gp::vec3_g<>;
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using vec4 = gp::vec4_g<>;
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struct camera{
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vec3 position;
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vec3 normal;
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};
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using index_t = size_t;
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using distance_t = gp_config::rendering::default_type;
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using color_t = GP_CONFIG__RENDERING__COLOR_T;
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struct render_point{
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distance_t distance;
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index_t material;
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bool operator<(const render_point& rhs) {
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return distance < rhs.distance;
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}
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};
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using sdf_t = gp::function<render_point(vec3&)>;
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using material_t = gp::function<color_t(vec3&)>;
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/**
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* @brief A pure ray-marching renderer. Prints pixels on order.
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*/
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class renderer {
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using g_t = gp_config::rendering::default_type;
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constexpr static auto epsilon = gp_config::rendering::epsilon;
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public:
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gp::indexed_array<sdf_t, 4096> scene_elements;
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gp::indexed_array<material_t, 4096> materials;
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gp::buddy<> allocator;
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material_t sky_box;
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vec2 _resolution{128,64};
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camera _camera{{0, 0, -1}, {0, 0, 0}};
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vec2 _fov{90, 45};
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distance_t projection_start = 1;
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distance_t projection_end = 50;
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size_t passes = 12;
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renderer(gp::buffer<char> allocation_buffer)
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: allocator(allocation_buffer.begin().data, allocation_buffer.size())
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, sky_box{gp::reference_wrapper<gp::buddy<>>{allocator}}
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{}
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render_point sdf(vec3& render_target) {
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return gp::min_of(
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scene_elements.begin(),
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scene_elements.end(),
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[&](auto& p){
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return p(render_target);
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}
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);
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}
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auto& get_allocator() {
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return allocator;
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}
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color_t render(vec2 pixel) {
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g_t depth = projection_start;
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vec3 target = _camera.normal;
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auto half_res = _resolution/vec2{2.0, 2.0};
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pixel = pixel - half_res;
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pixel = pixel / half_res;
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pixel = pixel * _fov;
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pixel = pixel / vec2{180, 180} * vec2{gp::pi<g_t>,gp::pi<g_t>};
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// Y-rot (adjusts x)
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target = vec3{
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target.x*gp::cos(pixel.x) + target.z*gp::sin(pixel.x),
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target.y,
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-target.x*gp::sin(pixel.x)+target.z*gp::cos(pixel.x)
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};
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// X-rot (adjusts y)
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target = vec3{
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target.x,
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target.y*gp::cos(pixel.y) - target.z*gp::sin(pixel.y),
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target.y*gp::sin(pixel.y) + target.z*gp::cos(pixel.y)
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};
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vec3 render_target{_camera.position};
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for(int i = 1; i < passes; ++i) {
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render_point distance = sdf(render_target);
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if(distance.distance < epsilon) {
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return materials[distance.material](render_target);
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}
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depth += distance.distance;
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if(depth >= projection_end) {
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break;
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}
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render_target = _camera.position+depth*target;
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}
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return sky_box(render_target);
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}
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};
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