diff --git a/ECS/Components/Lines.h b/ECS/Components/Lines.h index 77a83d6..716624b 100644 --- a/ECS/Components/Lines.h +++ b/ECS/Components/Lines.h @@ -1,23 +1,28 @@ #ifndef ECSGAME_LINES_H #define ECSGAME_LINES_H +#include "../../Util/geometry.h" #include #include #include #include struct Lines { - explicit Lines() { - GLfloat lineSeg[] = { - 0.0f, 0.0f, 0.0f, // first vertex - 2.0f, 2.0f, 2.0f // second vertex - }; + explicit Lines(std::vector lines) : vertex_count(lines.size()) { + GLfloat linearray[vertex_count * 3]; + int pos = 0; + + for (const Vector &vec : lines) { + linearray[pos++] = vec[0]; + linearray[pos++] = vec[1]; + linearray[pos++] = vec[2]; + } glGenVertexArrays(1, &lineVAO); glGenBuffers(1, &lineVBO); glBindVertexArray(lineVAO); glBindBuffer(GL_ARRAY_BUFFER, lineVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(lineSeg), &lineSeg, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(linearray), &linearray, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0); } @@ -27,12 +32,13 @@ struct Lines { // glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glBindVertexArray(lineVAO); glLineWidth(3.3f); - glDrawArrays(GL_LINES, 0, 2); + glDrawArrays(GL_LINES, 0, vertex_count); glLineWidth(1.0f); } private: GLuint lineVAO, lineVBO; + int vertex_count; }; #endif // ECSGAME_LINES_H diff --git a/Util/kdtree.h b/Util/kdtree.h index 3ba49a5..350dabc 100644 --- a/Util/kdtree.h +++ b/Util/kdtree.h @@ -11,7 +11,7 @@ class KDTree { ~KDTree() = default; // TODO: Delete all allocated Nodes - Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); } + Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0, 0); } std::string to_string() { std::string str = ""; @@ -19,6 +19,16 @@ class KDTree { return str; } + std::vector get_lines() { + std::vector lines; + float mins[3] = {-1000, -1000, -1000}; + float maxs[3] = {1000, 1000, 1000}; + + get_lines_recursive(lines, root, mins, maxs); + + return lines; + } + private: Node *root; @@ -75,7 +85,7 @@ class KDTree { build(right_of_median, depth + 1)); } - Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) { + Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance, int depth) { // Exit condition: There was no collision if (node == nullptr) { return nullptr; } @@ -84,9 +94,6 @@ class KDTree { ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left; Node *far = near == node->right ? node->left : node->right; - std::cout << "Checking " << node->point->pos[0] << ", " << node->point->pos[1] << ", " - << node->point->pos[2] << std::endl; - // Check for collisions in this order (stopping if an intersection is found): // 1. In the nearer section // 2. With the point in this current node @@ -98,7 +105,7 @@ class KDTree { ? (node->point->pos[node->axis] - ray.origin[node->axis]) / ray.direction[node->axis] : max_distance; - Triangle *near_result = intersect_ray_recurse(ray, near, t); + Triangle *near_result = intersect_ray_recurse(ray, near, t, depth + 1); // If the nearer segment had a collision, we're done! We're only interested in the closest // collision. @@ -117,7 +124,7 @@ class KDTree { // For this, calculate a new ray origin and continue towards that direction, but with // the new origin (we can leave behind what we already checked) return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far, - max_distance - t); + max_distance - t, depth + 1); } // If nothing worked, return a nullptr @@ -136,4 +143,61 @@ class KDTree { to_string_recurse(str, node->left, depth + 1); to_string_recurse(str, node->right, depth + 1); } + + void get_lines_recursive(std::vector &lines, Node *node, float mins[3], float maxs[3]) { + if (node == nullptr) return; + + int axis = node->axis; + + // Add lines for this node + // We add a whole bounding box, so we need 8 points -> 12 lines + lines.emplace_back(Vector(mins[0], mins[1], mins[2])); + lines.emplace_back(Vector(maxs[0], mins[1], mins[2])); + + lines.emplace_back(Vector(maxs[0], mins[1], mins[2])); + lines.emplace_back(Vector(maxs[0], maxs[1], mins[2])); + + lines.emplace_back(Vector(maxs[0], maxs[1], mins[2])); + lines.emplace_back(Vector(mins[0], maxs[1], mins[2])); + + lines.emplace_back(Vector(mins[0], maxs[1], mins[2])); + lines.emplace_back(Vector(mins[0], mins[1], mins[2])); + + lines.emplace_back(Vector(mins[0], mins[1], maxs[2])); + lines.emplace_back(Vector(maxs[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], mins[1], maxs[2])); + lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2])); + lines.emplace_back(Vector(mins[0], maxs[1], maxs[2])); + + lines.emplace_back(Vector(mins[0], maxs[1], maxs[2])); + lines.emplace_back(Vector(mins[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(mins[0], mins[1], mins[2])); + lines.emplace_back(Vector(mins[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], mins[1], mins[2])); + lines.emplace_back(Vector(maxs[0], mins[1], maxs[2])); + + lines.emplace_back(Vector(mins[0], maxs[1], mins[2])); + lines.emplace_back(Vector(mins[0], maxs[1], maxs[2])); + + lines.emplace_back(Vector(maxs[0], maxs[1], mins[2])); + lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2])); + + // TODO: We don't actually have to add all as some are always going to overlap with the + // previous lines... + + // Recurse on the left + float new_maxs[3] = {maxs[0], maxs[1], maxs[2]}; // Copy initially + new_maxs[axis] = node->point->pos[axis]; + get_lines_recursive(lines, node->left, mins, new_maxs); + + // Recurse on the right + float new_mins[3] = {mins[0], mins[1], mins[2]}; // Copy initially + new_mins[axis] = node->point->pos[axis]; + get_lines_recursive(lines, node->right, new_mins, maxs); + } }; diff --git a/main.cpp b/main.cpp index f15bfa1..073d802 100644 --- a/main.cpp +++ b/main.cpp @@ -198,11 +198,12 @@ int main(int argc, char **argv) { sun->assign(glm::normalize(glm::vec3(1.0, 1.0, 1.0))); Entity *kdtree_vis = world->create(); - kdtree_vis->assign(); // We're done loading geometry -> build the collision structure collision_system->build(); + kdtree_vis->assign(collision_system->kdtree->get_lines()); + Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs"); Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs"); Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs");