Adding lua scene description
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e00ab4059c
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9 changed files with 195 additions and 49 deletions
151
RayTracer/applications/SceneLoad.cpp
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151
RayTracer/applications/SceneLoad.cpp
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#include "Rayt.hpp"
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extern "C" {
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include "OBJ_Loader.h"
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bool loadMeshes(tp::Scene& scene, const tp::String& objetsPath) {
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using namespace tp;
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objl::Loader Loader;
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if (!Loader.LoadFile(objetsPath.read())) {
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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return false;
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}
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for (auto& curMesh : Loader.LoadedMeshes) {
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scene.mObjects.append(Topology());
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auto object = &scene.mObjects.last();
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for (int j = 0; j < curMesh.Indices.size(); j += 3) {
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unsigned int idx1 = curMesh.Indices[j];
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unsigned int idx2 = curMesh.Indices[j + 1];
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unsigned int idx3 = curMesh.Indices[j + 2];
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Vec3F v1 = {curMesh.Vertices[idx1].Position.X, curMesh.Vertices[idx1].Position.Y, curMesh.Vertices[idx1].Position.Z};
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Vec3F v2 = {curMesh.Vertices[idx2].Position.X, curMesh.Vertices[idx2].Position.Y, curMesh.Vertices[idx2].Position.Z};
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Vec3F v3 = {curMesh.Vertices[idx3].Position.X, curMesh.Vertices[idx3].Position.Y, curMesh.Vertices[idx3].Position.Z};
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object->addTrig(v1, v2, v3);
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}
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object->updateTransformed();
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}
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return scene.mObjects.size();
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}
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bool getVector(lua_State* L, const char* name, tp::Vec3F& out, const char* parent) {
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lua_getglobal(L, name);
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if (lua_istable(L, -1)) {
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lua_pushstring(L, "x");
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lua_gettable(L, -2);
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if (lua_isnumber(L, -1)) {
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out.x = lua_tonumber(L, -1);
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} else {
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printf("Component of vector '%s' is not found in %s\n\n", name, parent);
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return false;
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}
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lua_pop(L, 1);
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} else {
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printf("Vector '%s' is not found in %s\n\n", name, parent);
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return false;
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}
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}
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void loadScene(tp::Scene& scene, const tp::String& scenePath, tp::RayTracer::RenderSettings& settings) {
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lua_State* L = luaL_newstate();
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luaL_openlibs(L);
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if (luaL_dofile(L, "script.lua") != 0) {
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lua_close(L);
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printf("Cant open scene script.\n");
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return;
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}
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lua_getglobal(L, "Meshes");
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if (lua_isstring(L, -1)) {
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tp::String meshesPath = lua_tostring(L, -1);
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if (!loadMeshes(scene, meshesPath)) {
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printf("No 'meshes' loaded - check ur .obj path and validate content of .obj .\n");
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return;
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}
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} else {
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printf("No 'meshes' path given.\n");
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return;
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}
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// --- camera
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// Access Camera table
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lua_getglobal(L, "Camera");
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if (!lua_istable(L, -1)) {
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printf("Camera is not a table.\n");
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lua_close(L);
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return;
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}
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// Verify you are inside the "Camera" table
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int cameraTableIndex = lua_gettop(L); // Get the index of the "Camera" table
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// Access the "pos" field and validate it
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lua_getfield(L, cameraTableIndex, "pos");
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if (!lua_istable(L, -1) || lua_rawlen(L, -1) != 3) {
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printf("Invalid 'pos' field in Camera table.\n");
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lua_close(L);
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return;
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}
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// Read the values from the table
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float pos[3];
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for (int i = 0; i < 3; i++) {
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lua_rawgeti(L, -1, i + 1);
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if (lua_isnumber(L, -1)) {
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pos[i] = lua_tonumber(L, -1);
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} else {
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printf("Invalid 'pos' field value at index %d.\n", i + 1);
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lua_close(L);
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return;
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}
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lua_pop(L, 1);
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}
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// Access the "size_x" field and validate it
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lua_getfield(L, cameraTableIndex, "size_x");
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if (!lua_isnumber(L, -1)) {
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printf("Invalid or missing 'size_x' field in Camera table.\n");
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lua_close(L);
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return;
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}
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int size_x = lua_tointeger(L, -1);
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lua_pop(L, 1); // Pop the 'size_x' value from the stack
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// Access the "size_y" field and validate it
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lua_getfield(L, cameraTableIndex, "size_y");
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if (!lua_isnumber(L, -1)) {
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printf("Invalid or missing 'size_y' field in Camera table.\n");
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lua_close(L);
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return;
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}
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int size_y = lua_tointeger(L, -1);
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settings.size = {(tp::halnf) size_x, (tp::halnf) size_y};
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scene.mCamera.lookAtPoint({0, 0, 0}, {pos[0], pos[1], pos[2]}, {0, 0, 1});
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scene.mCamera.setFOV(3.14 / 4);
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scene.mCamera.setFar(100);
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scene.mCamera.setRatio((tp::halnf) size_x / (tp::halnf) size_y);
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lua_close(L);
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}
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