3D scene stable

This commit is contained in:
IlyaShurupov 2024-06-18 17:57:42 +03:00
parent 5d96d6905f
commit 119e610db6
14 changed files with 96 additions and 45 deletions

View file

@ -10,4 +10,4 @@ target_include_directories(${PROJECT_NAME} PUBLIC ./public/)
target_include_directories(${PROJECT_NAME} PRIVATE ../Externals/)
target_link_libraries(${PROJECT_NAME} PUBLIC Math)
target_link_libraries(${PROJECT_NAME} PUBLIC ${BINDINGS_LIBS})
target_link_libraries(${PROJECT_NAME} PRIVATE Lua)

View file

@ -0,0 +1,220 @@
#include "Scene.hpp"
extern "C" {
#include "lauxlib.h"
#include "lualib.h"
}
#include <filesystem>
// Function to read a Lua table representing RenderSettings
int readRenderSettings(lua_State* L, tp::RenderSettings& settings) {
lua_getglobal(L, "RenderSettings");
if (!lua_istable(L, -1)) {
printf("RenderSettings is not a table.\n");
return 0; // Error
}
// Read depth field
lua_getfield(L, -1, "depth");
if (lua_isnumber(L, -1)) {
settings.depth = (int) lua_tonumber(L, -1);
} else {
printf("RenderSettings 'depth' field is missing or not a number.\n");
lua_pop(L, 1); // Pop the 'depth' field
return 0; // Error
}
lua_pop(L, 1); // Pop the 'depth' field
// Read spray field
lua_getfield(L, -1, "spray");
if (lua_isnumber(L, -1)) {
settings.spray = (int) lua_tonumber(L, -1);
} else {
printf("RenderSettings 'spray' field is missing or not a number.\n");
lua_pop(L, 1); // Pop the 'spray' field
return 0; // Error
}
lua_pop(L, 1); // Pop the 'spray' field
// Read depth field
lua_getfield(L, -1, "multisampling");
if (lua_isnumber(L, -1)) {
settings.multisampling = (int) lua_tonumber(L, -1);
} else {
printf("RenderSettings 'depth' field is missing or not a number.\n");
lua_pop(L, 1); // Pop the 'depth' field
return 0; // Error
}
lua_pop(L, 1); // Pop the 'depth' field
return 1; // Success
}
// Function to read a Lua table representing a light
int readLight(lua_State* L, tp::PointLight* light) {
lua_getfield(L, -1, "pos"); // Get the "pos" field from the light table
if (!lua_istable(L, -1)) {
printf("Light is missing the 'pos' table.\n");
return 0; // Error
}
for (int i = 0; i < 3; i++) {
lua_rawgeti(L, -1, i + 1); // Index is 1-based in Lua
if (!lua_isnumber(L, -1)) {
printf("Light 'pos' field is not a number at index %d.\n", i);
lua_pop(L, 2); // Pop both the number and the 'pos' table
return 0; // Error
}
light->pos[i] = lua_tonumber(L, -1);
lua_pop(L, 1); // Pop the number
}
lua_pop(L, 1); // Pop the 'pos' table
lua_getfield(L, -1, "intensity"); // Get the "intensity" field from the light table
if (!lua_isnumber(L, -1)) {
printf("Light is missing the 'intensity' field or it's not a number.\n");
lua_pop(L, 1); // Pop the 'intensity' field
return 0; // Error
}
light->intensity = lua_tonumber(L, -1);
lua_pop(L, 1); // Pop the 'intensity' field
return 1; // Success
}
bool tp::Scene::loadLuaFormat(const std::string& scenePath) {
lua_State* L = luaL_newstate();
luaL_openlibs(L);
namespace fs = std::filesystem;
fs::path fullPath(scenePath);
// Extract the filename
std::string fileName = fullPath.filename().string();
// Remove the filename from the path
fs::path directoryPath = fullPath.remove_filename();
if (luaL_dofile(L, scenePath.c_str()) != 0) {
lua_close(L);
printf("Cant open scene script.\n");
return false;
}
lua_getglobal(L, "Meshes");
if (lua_isstring(L, -1)) {
std::string meshesPath = lua_tostring(L, -1);
directoryPath /= meshesPath;
if (!loadOBJFormat(directoryPath.string())) {
printf("No 'meshes' loaded - check ur .obj path and validate content of .obj .\n");
return false;
}
} else {
printf("No 'meshes' path given.\n");
return false;
}
// --- camera
// Access Camera table
lua_getglobal(L, "Camera");
if (!lua_istable(L, -1)) {
printf("Camera is not a table.\n");
lua_close(L);
return false;
}
// Verify you are inside the "Camera" table
int cameraTableIndex = lua_gettop(L); // Get the index of the "Camera" table
// Access the "pos" field and validate it
lua_getfield(L, cameraTableIndex, "pos");
if (!lua_istable(L, -1) || lua_rawlen(L, -1) != 3) {
printf("Invalid 'pos' field in Camera table.\n");
lua_close(L);
return false;
}
// Read the values from the table
float pos[3];
for (int i = 0; i < 3; i++) {
lua_rawgeti(L, -1, i + 1);
if (lua_isnumber(L, -1)) {
pos[i] = lua_tonumber(L, -1);
} else {
printf("Invalid 'pos' field value at index %d.\n", i + 1);
lua_close(L);
return false;
}
lua_pop(L, 1);
}
// Access the "size_x" field and validate it
lua_getfield(L, cameraTableIndex, "size_x");
if (!lua_isnumber(L, -1)) {
printf("Invalid or missing 'size_x' field in Camera table.\n");
lua_close(L);
return false;
}
int size_x = lua_tointeger(L, -1);
lua_pop(L, 1); // Pop the 'size_x' value from the stack
// Access the "size_y" field and validate it
lua_getfield(L, cameraTableIndex, "size_y");
if (!lua_isnumber(L, -1)) {
printf("Invalid or missing 'size_y' field in Camera table.\n");
lua_close(L);
return false;
}
int size_y = lua_tointeger(L, -1);
mRenderSettings.size = { (tp::halnf) size_x, (tp::halnf) size_y };
mCamera.lookAtPoint({ 0, 0, 0 }, { pos[0], pos[1], pos[2] }, { 0, 0, 1 });
mCamera.setFOV(3.14 / 4);
mCamera.setFar(100);
mCamera.setRatio((tp::halnf) size_y / (tp::halnf) size_x);
// ---------- LIGHTS
{
lua_getglobal(L, "Lights");
if (!lua_istable(L, -1)) {
printf("Lights is not a table.\n");
lua_close(L);
return false; // Error
}
// Read and process each light in the "Lights" table
int numLights = lua_rawlen(L, -1); // Get the number of lights in the table
for (int i = 1; i <= numLights; i++) {
lua_rawgeti(L, -1, i); // Get the i-th element (light) from the table
if (lua_istable(L, -1)) {
tp::PointLight light;
if (!readLight(L, &light)) {
printf("Cant read lights data\n");
lua_close(L);
return false; // Error
}
mLights.append(light);
}
lua_pop(L, 1); // Pop the i-th light table
}
}
// ----------- settings --------------
if (!readRenderSettings(L, mRenderSettings)) {
printf("Cant Read Render Settings");
lua_close(L);
return false; // Error
}
lua_close(L);
return true;
}

View file

@ -10,7 +10,7 @@ extern "C" {
#include <filesystem>
bool tp::Scene::load(const std::string& objetsPath) {
bool tp::Scene::loadOBJFormat(const std::string& objetsPath) {
using namespace tp;
objl::Loader Loader;

View file

@ -1,2 +1,6 @@
#include "Scene.hpp"
#include "Scene.hpp"
bool tp::Scene::load(const std::string& scenePath) {
return loadLuaFormat(scenePath);
}

View file

@ -7,6 +7,13 @@
#include <string>
namespace tp {
struct RenderSettings {
uhalni depth = 2;
uhalni spray = 1;
ualni multisampling = 1;
Vec2<ualni> size;
};
class GPUBuffers {
public:
GPUBuffers() = default;
@ -41,9 +48,14 @@ namespace tp {
bool load(const std::string& scenePath);
bool loadLuaFormat(const std::string& scenePath);
bool loadOBJFormat(const std::string& objectsPath);
public:
Buffer<Object> mObjects;
Buffer<PointLight> mLights;
Camera mCamera;
RenderSettings mRenderSettings;
};
}