#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(Object()); auto object = &scene.mObjects.last(); for (auto& vertex : curMesh.Vertices) { // printf("{ %f, %f, %f }, \n", vertex.Position.X, vertex.Position.Y, vertex.Position.Z); object->mTopology.Points.append(Vec3F {vertex.Position.X, vertex.Position.Y, vertex.Position.Z}); object->mTopology.Normals.append(Vec3F {vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z}); } for (int j = 0; j < curMesh.Indices.size(); j += 3) { int idx1 = (int) curMesh.Indices[j]; int idx2 = (int) curMesh.Indices[j + 1]; int idx3 = (int) curMesh.Indices[j + 2]; // printf("{ %i, %i, %i },\n", idx1, idx2, idx3); object->mTopology.Indexes.append(Vec3I {idx1, idx2, idx3}); } if (object->mTopology.Normals.size() != object->mTopology.Points.size()) { printf("Logic error loading normals\n"); } object->mCache.Source = &object->mTopology; object->mCache.updateCache(); } return scene.mObjects.size(); } // Function to read a Lua table representing RenderSettings int readRenderSettings(lua_State* L, tp::RayTracer::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 } 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_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; // 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; // Error } scene.mLights.append(light); } lua_pop(L, 1); // Pop the i-th light table } } // ----------- settings -------------- if (!readRenderSettings(L, settings)) { printf("Cant Read Render Settings"); lua_close(L); return; // Error } lua_close(L); }