Adding lua scene description

This commit is contained in:
IlyaShurupov 2023-10-16 22:09:20 +03:00 committed by Ilya Shurupov
parent d6c326b83d
commit bb2b0b926f
9 changed files with 195 additions and 49 deletions

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@ -26,3 +26,23 @@ set(${PROJECT_NAME}_SOURCES
add_library(${PROJECT_NAME} STATIC ${${PROJECT_NAME}_SOURCES})
target_include_directories(${PROJECT_NAME} PUBLIC ./nanovg/src/ ./nanovg/obsolete/)
project(Lua)
# Add the Lua source files
#file(GLOB ${PROJECT_NAME}_SOURCES "./lua/luaone.c")
# list(FILTER ${PROJECT_NAME}_SOURCES EXCLUDE REGEX "./lua/lua.c$")
# Create the Lua library
add_library(${PROJECT_NAME} STATIC "lua/onelua.c")
target_compile_definitions(${PROJECT_NAME} PUBLIC MAKE_LIB)
# Include directories for Lua headers
target_include_directories(${PROJECT_NAME} PUBLIC "./lua")
# Set compilation options, e.g., for compilation with C99
set_target_properties(${PROJECT_NAME} PROPERTIES
C_STANDARD 99
C_STANDARD_REQUIRED ON
)

1
Externals/lua vendored Submodule

@ -0,0 +1 @@
Subproject commit 6baee9ef9d5657ab582c8a4b9f885ec58ed502d0

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@ -15,9 +15,10 @@ target_include_directories(${PROJECT_NAME} PUBLIC ./public/)
target_link_libraries(${PROJECT_NAME} PUBLIC Math CommandLine Connection)
### -------------------------- Applications -------------------------- ###
add_executable(rayt ./applications/Rayt.cpp )
add_executable(rayt ./applications/Rayt.cpp applications/SceneLoad.cpp
applications/Rayt.hpp)
target_link_libraries(rayt ${PROJECT_NAME})
target_link_libraries(rayt ${PROJECT_NAME} Lua)
### -------------------------- Tests -------------------------- ###
enable_testing()

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@ -1,47 +1,16 @@
// #include "NewPlacement.hpp"
#include "Buffer.hpp"
#include "CommandLine.hpp"
#include "RayTracer.hpp"
#include "Strings.hpp"
#include "Timing.hpp"
#include "Vec.hpp"
#include "Rayt.hpp"
#include "OBJ_Loader.h"
#include "CommandLine.hpp"
#include "Timing.hpp"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
using namespace tp;
void loadScene(Scene& scene, const String& scenePath) {
objl::Loader Loader;
if (!Loader.LoadFile(scenePath.read())) {
std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
return;
}
for (auto& curMesh : Loader.LoadedMeshes) {
scene.mObjects.append(Topology());
auto object = &scene.mObjects.last();
for (int j = 0; j < curMesh.Indices.size(); j += 3) {
unsigned int idx1 = curMesh.Indices[j];
unsigned int idx2 = curMesh.Indices[j + 1];
unsigned int idx3 = curMesh.Indices[j + 2];
Vec3F v1 = {curMesh.Vertices[idx1].Position.X, curMesh.Vertices[idx1].Position.Y, curMesh.Vertices[idx1].Position.Z};
Vec3F v2 = {curMesh.Vertices[idx2].Position.X, curMesh.Vertices[idx2].Position.Y, curMesh.Vertices[idx2].Position.Z};
Vec3F v3 = {curMesh.Vertices[idx3].Position.X, curMesh.Vertices[idx3].Position.Y, curMesh.Vertices[idx3].Position.Z};
object->addTrig(v1, v2, v3);
}
object->updateTransformed();
}
}
void writeImage(const RayTracer::RenderBuffer& output) {
// Save the data to a PNG file
struct urgb {
@ -62,24 +31,21 @@ void writeImage(const RayTracer::RenderBuffer& output) {
if (stbi_write_png("output.png", converted.size().x, converted.size().y, 4, converted.getBuff(), converted.size().x * 4) != 0) {
// Image saved successfully
std::cout << "Image saved successfully." << std::endl;
printf("Image saved successfully.\n");
} else {
std::cerr << "Error saving the image." << std::endl;
printf("Error saving the image.\n");
}
}
void renderCommand(const String& scenePath, RayTracer::RenderBuffer::Index2D size) {
void renderCommand(const String& scenePath) {
Scene scene;
loadScene(scene, scenePath);
RayTracer::RenderSettings settings;
scene.mCamera.lookAtPoint({0, 0, 0}, {-3, -3, 3}, {1, 1, 1});
scene.mCamera.setFOV(3.14 / 4);
scene.mCamera.setFar(100);
scene.mCamera.setRatio((halnf) size.y / (halnf) size.x);
loadScene(scene, scenePath, settings);
RayTracer::RenderBuffer output;
output.reserve(size);
output.reserve(RayTracer::RenderBuffer::Index2D(settings.size.x, settings.size.y));
RayTracer rayt;
@ -99,7 +65,7 @@ int main(int argc, const char** argv) {
tp::ModuleManifest module("Rayt", nullptr, nullptr, deps);
if (module.initialize()) {
renderCommand("scene.obj", {600, 600});
renderCommand("scene.lua");
module.deinitialize();
}

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@ -0,0 +1,6 @@
#pragma once
#include "RayTracer.hpp"
#include "Strings.hpp"
void loadScene(tp::Scene& scene, const tp::String& scenePath, tp::RayTracer::RenderSettings& settings);

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

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@ -31,6 +31,7 @@ namespace tp {
struct RenderSettings {
alni samplesiPerPixel = 1;
alni rayBounces = 1;
Vec2I size;
};
public: