Reformat code
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parent
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commit
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13 changed files with 370 additions and 319 deletions
33
.clang-format
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33
.clang-format
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@ -0,0 +1,33 @@
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---
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AllowShortIfStatementsOnASingleLine: Never
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CompactNamespaces: 'false'
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DisableFormat: 'false'
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IndentCaseLabels: 'true'
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IndentPPDirectives: BeforeHash
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IndentWidth: '4'
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Language: Cpp
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NamespaceIndentation: All
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PointerAlignment: Left
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ReflowComments: 'true'
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SortIncludes: 'true'
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SortUsingDeclarations: 'true'
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SpacesInCStyleCastParentheses: 'false'
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Standard: Cpp11
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TabWidth: '0'
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UseTab: Never
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AllowShortEnumsOnASingleLine: false
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BraceWrapping:
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AfterEnum: true
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AccessModifierOffset: -4
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SpaceAfterTemplateKeyword: 'false'
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AllowAllParametersOfDeclarationOnNextLine: false
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AlignAfterOpenBracket: AlwaysBreak
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BinPackArguments: false
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BinPackParameters: false
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ColumnLimit: 120
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AllowShortBlocksOnASingleLine: 'false'
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AllowShortCaseLabelsOnASingleLine: 'false'
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AllowShortFunctionsOnASingleLine: 'Empty'
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AllowShortLambdasOnASingleLine: 'Empty'
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AllowShortLoopsOnASingleLine: 'false'
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SeparateDefinitionBlocks : 'Always'
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8
.editorconfig
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8
.editorconfig
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@ -0,0 +1,8 @@
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root = true
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[*]
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insert_final_newline = true
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indent_style = space
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indent_size = 4
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tab_width = 4
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max_line_length = 120
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@ -26,4 +26,4 @@ set_target_properties(raytracer PROPERTIES
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CXX_STANDARD 17
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CXX_STANDARD_REQUIRED YES
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CXX_EXTENSIONS NO
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)
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)
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@ -1,6 +1,8 @@
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# Raytracer
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A multi-threaded raytracer using glm, tinyobjloader and C++17. The UI is written in imgui and image display is
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rendered using OpenGL. I tried to write this to not be insanely fast or compact like other raytracers, but to be readable and understandable.
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rendered using OpenGL. I tried to write this to not be insanely fast or compact like other raytracers, but to be
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readable and understandable.
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@ -16,12 +16,9 @@ struct AABB {
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}
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bool inside(const AABB extent) const {
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return(max.x > extent.min.x &&
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min.x < extent.max.x &&
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max.y > extent.min.y &&
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min.y < extent.max.y &&
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max.z > extent.min.z &&
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min.z < extent.max.z);
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return (
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max.x > extent.min.x && min.x < extent.max.x && max.y > extent.min.y && min.y < extent.max.y &&
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max.z > extent.min.z && min.z < extent.max.z);
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}
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bool contains(const Ray& ray) const {
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@ -36,14 +33,14 @@ struct AABB {
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const float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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// if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us
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//if(tmax < 0)
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// if(tmax < 0)
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// return false;
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// if tmin > tmax, ray doesn't intersect AABB
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if(tmin > tmax)
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if (tmin > tmax)
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return false;
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if(tmin < 0.0f)
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if (tmin < 0.0f)
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return true;
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return true;
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@ -5,6 +5,7 @@
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class Camera {
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public:
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Camera() : position(glm::vec3(0)), direction(glm::vec3(0)) {}
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Camera(glm::vec3 position, glm::vec3 direction) : position(position), direction(direction) {}
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void look_at(glm::vec3 eye, glm::vec3 target) {
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@ -19,7 +20,8 @@ public:
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const float h2 = height / 2.0f;
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const float w2 = width / 2.0f;
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const glm::vec3 ray_dir = position + (h2 / tan(glm::radians(fov) / 2)) * direction + (y - h2) * up + static_cast<float>(x - w2) * right;
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const glm::vec3 ray_dir = position + (h2 / tan(glm::radians(fov) / 2)) * direction + (y - h2) * up +
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static_cast<float>(x - w2) * right;
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return Ray(position, ray_dir);
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}
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@ -1,10 +1,9 @@
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#pragma once
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#include <glm/glm.hpp>
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#include <array>
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#include <glm/glm.hpp>
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template<class T, int Width, int Height>
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class Image {
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template<class T, int Width, int Height> class Image {
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public:
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void reset() {
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array = {};
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@ -18,5 +17,5 @@ public:
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return array[y * Width + x];
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}
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std::array<T, Width * Height> array = {};
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std::array<T, Width* Height> array = {};
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};
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@ -22,7 +22,8 @@ namespace intersections {
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return false;
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}
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inline float ray_triangle(const Ray ray,
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inline float ray_triangle(
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const Ray ray,
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const glm::vec3 v0,
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const glm::vec3 v1,
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const glm::vec3 v2,
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@ -37,8 +38,9 @@ namespace intersections {
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// if determinant is zero then ray is
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// parallel with the triangle plane
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if (det > -epsilon && det < epsilon) return false;
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float invdet = 1.0/det;
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if (det > -epsilon && det < epsilon)
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return false;
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float invdet = 1.0 / det;
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// calculate distance from m[0] to origin
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glm::vec3 tvec = ray.origin - v0;
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@ -48,17 +50,19 @@ namespace intersections {
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u = glm::dot(tvec, pvec) * invdet;
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// check against one edge and opposite point
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if (u < 0.0 || u > 1.0) return false;
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if (u < 0.0 || u > 1.0)
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return false;
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glm::vec3 qvec = glm::cross(tvec, e1);
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v = glm::dot(ray.direction, qvec) * invdet;
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// check against other edges
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if (v < 0.0 || u + v > 1.0) return false;
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if (v < 0.0 || u + v > 1.0)
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return false;
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//distance along the ray, i.e. intersect at o + t * d
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// distance along the ray, i.e. intersect at o + t * d
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t = glm::dot(e2, qvec) * invdet;
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return true;
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}
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};
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}; // namespace intersections
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@ -9,4 +9,4 @@ namespace lighting {
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return n_dot_l;
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}
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};
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}; // namespace lighting
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@ -18,8 +18,7 @@ constexpr auto child_pattern = {
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glm::vec3(-1, +1, +1),
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};
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template<typename UnderlyingType>
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struct Node {
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template<typename UnderlyingType> struct Node {
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using NodeType = Node<UnderlyingType>;
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AABB extent;
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@ -31,15 +30,15 @@ struct Node {
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bool is_split = false;
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void add(UnderlyingType& object, const AABB extent) {
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if(is_split) {
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for(auto& child : children) {
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if(extent.inside(child->extent))
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if (is_split) {
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for (auto& child : children) {
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if (extent.inside(child->extent))
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child->add(object, extent);
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}
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} else {
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contained_objects.push_back(object);
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if(contained_objects.size() >= max_contained_types && depth < max_octree_depth)
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if (contained_objects.size() >= max_contained_types && depth < max_octree_depth)
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split();
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}
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}
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@ -51,7 +50,7 @@ struct Node {
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const auto split_size = extent.extent().x / 2.0f;
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int i = 0;
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for(auto& point : child_pattern) {
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for (auto& point : child_pattern) {
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auto child = std::make_unique<NodeType>();
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child->depth = depth + 1;
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@ -62,9 +61,9 @@ struct Node {
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children[i++] = std::move(child);
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}
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for(auto& object : contained_objects) {
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for(auto& child : children) {
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if(object.extent.inside(child->extent))
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for (auto& object : contained_objects) {
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for (auto& child : children) {
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if (object.extent.inside(child->extent))
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child->add(object, extent);
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}
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}
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@ -73,8 +72,7 @@ struct Node {
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}
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};
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template<typename UnderlyingType>
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struct Octree {
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template<typename UnderlyingType> struct Octree {
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using NodeType = Node<UnderlyingType>;
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NodeType root;
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@ -1,17 +1,17 @@
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#pragma once
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#include <optional>
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#include <glm/glm.hpp>
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#include <array>
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#include <glm/glm.hpp>
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#include <iostream>
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#include <optional>
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#include <random>
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#include <tiny_obj_loader.h>
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#include "ray.h"
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#include "intersections.h"
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#include "lighting.h"
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#include "octree.h"
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#include "ray.h"
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constexpr glm::vec3 light_position = glm::vec3(5);
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constexpr float light_bias = 0.01f;
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@ -42,8 +42,8 @@ struct Object {
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void create_octree() {
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octree = std::make_unique<Octree<TriangleBox>>(glm::vec3(-2), glm::vec3(2));
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for(auto& shape : shapes) {
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for(size_t i = 0; i < shape.mesh.num_face_vertices.size(); i++) {
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for (auto& shape : shapes) {
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for (size_t i = 0; i < shape.mesh.num_face_vertices.size(); i++) {
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const glm::vec3 v0 = fetch_position(*this, shape.mesh, i, 0);
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const glm::vec3 v1 = fetch_position(*this, shape.mesh, i, 1);
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const glm::vec3 v2 = fetch_position(*this, shape.mesh, i, 2);
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@ -83,14 +83,14 @@ struct Scene {
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auto o = std::make_unique<Object>();
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std::string err;
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if(!tinyobj::LoadObj(&o->attrib, &o->shapes, &o->materials, &err, path.data()))
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if (!tinyobj::LoadObj(&o->attrib, &o->shapes, &o->materials, &err, path.data()))
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std::cerr << "Could not load obj: " << err;
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return *objects.emplace_back(std::move(o));
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}
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void generate_acceleration() {
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for(auto& object : objects) {
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for (auto& object : objects) {
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object->create_octree();
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}
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}
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@ -111,4 +111,3 @@ struct SceneResult {
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};
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std::optional<SceneResult> cast_scene(const Ray ray, Scene& scene, const bool use_bvh, const int depth = 0);
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113
src/main.cpp
113
src/main.cpp
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#include <iostream>
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#include <limits>
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#include <future>
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#include <vector>
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#include <glm/glm.hpp>
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#include <SDL.h>
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#include <array>
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#include <future>
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#include <glm/glm.hpp>
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#include <iostream>
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#include <limits>
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#include <vector>
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include <stb_image_write.h>
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#include "intersections.h"
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#include "camera.h"
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#include "glad/glad.h"
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#include "image.h"
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_impl_sdl.h"
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#include "intersections.h"
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#include "lighting.h"
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#include "scene.h"
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#include "glad/glad.h"
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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#include "imgui_impl_opengl3.h"
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#define TINYOBJLOADER_IMPLEMENTATION
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#include <tiny_obj_loader.h>
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@ -50,23 +50,18 @@ enum class DisplayMode {
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Reflect
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};
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const std::array diplay_mode_strings = {
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"Combined",
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"Direct",
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"Indirect",
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"Reflect"
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};
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const std::array diplay_mode_strings = {"Combined", "Direct", "Indirect", "Reflect"};
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inline DisplayMode display_mode;
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bool calculate_tile(const int32_t from_x, const int32_t to_width, const int32_t from_y, const int32_t to_height) {
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for(int32_t y = from_y; y < (from_y + to_height); y++) {
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for(int32_t x = from_x; x < (from_x + to_width); x++) {
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for (int32_t y = from_y; y < (from_y + to_height); y++) {
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for (int32_t x = from_x; x < (from_x + to_width); x++) {
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Ray ray_camera = camera.get_ray(x, y, width, height);
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if(auto result = cast_scene(ray_camera, scene, use_bvh)) {
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if (auto result = cast_scene(ray_camera, scene, use_bvh)) {
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glm::vec3 chosen_display;
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switch(display_mode) {
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switch (display_mode) {
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case DisplayMode::Combined:
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chosen_display = result->combined;
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break;
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@ -98,16 +93,12 @@ GLuint pixels_texture = 0;
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void setup_gfx() {
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// create quad for pixel rendering
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constexpr std::array vertices = {
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, -1.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, -1.0f // we render it upside down (to opengl) so we flip our tex coord
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f,
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-0.5f, 0.0f, 1.0f, -1.0f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f // we render it upside down (to opengl) so we flip our
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// tex coord
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};
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constexpr std::array elements = {
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0, 1, 2,
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2, 3, 0
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};
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constexpr std::array elements = {0, 1, 2, 2, 3, 0};
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glGenVertexArrays(1, &quad_vao);
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glBindVertexArray(quad_vao);
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@ -128,8 +119,7 @@ void setup_gfx() {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(uint32_t), elements.data(), GL_STATIC_DRAW);
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constexpr std::string_view vertex_glsl =
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"#version 330 core\n"
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constexpr std::string_view vertex_glsl = "#version 330 core\n"
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"layout (location = 0) in vec3 in_position;\n"
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"layout (location = 1) in vec2 in_uv;\n"
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"out vec2 uv;\n"
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@ -140,8 +130,7 @@ void setup_gfx() {
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"}\n";
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const char* vertex_src = vertex_glsl.data();
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constexpr std::string_view fragment_glsl =
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"#version 330 core\n"
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constexpr std::string_view fragment_glsl = "#version 330 core\n"
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"in vec2 uv;\n"
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"out vec4 out_color;\n"
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"uniform sampler2D pixel_texture;\n"
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@ -188,8 +177,8 @@ void render() {
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futures.clear();
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colors.reset();
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for(int32_t y = 0; y < num_tiles_y; y++) {
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for(int32_t x = 0; x < num_tiles_x; x++) {
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for (int32_t y = 0; y < num_tiles_y; y++) {
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for (int32_t x = 0; x < num_tiles_x; x++) {
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auto f = std::async(std::launch::async, calculate_tile, x * tile_size, tile_size, y * tile_size, tile_size);
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futures.push_back(std::move(f));
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}
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@ -200,8 +189,8 @@ void dump_to_file() {
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uint8_t pixels[width * height * 3] = {};
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int i = 0;
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for(int32_t y = height - 1; y >= 0; y--) {
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for(int32_t x = 0; x < width; x++) {
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for (int32_t y = height - 1; y >= 0; y--) {
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for (int32_t x = 0; x < width; x++) {
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const glm::ivec4 c = colors.get(x, y);
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pixels[i++] = c.r;
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pixels[i++] = c.g;
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@ -212,14 +201,21 @@ void dump_to_file() {
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stbi_write_png("output.png", width, height, 3, pixels, width * 3);
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}
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template<typename UnderlyingType>
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void walk_node(Node<UnderlyingType>& node) {
|
||||
if(ImGui::TreeNode(&node, "min: (%f %f %f)\n max: (%f %f %f)", node.extent.min.x, node.extent.min.y, node.extent.min.z, node.extent.max.x, node.extent.max.y, node.extent.max.z)) {
|
||||
template<typename UnderlyingType> void walk_node(Node<UnderlyingType>& node) {
|
||||
if (ImGui::TreeNode(
|
||||
&node,
|
||||
"min: (%f %f %f)\n max: (%f %f %f)",
|
||||
node.extent.min.x,
|
||||
node.extent.min.y,
|
||||
node.extent.min.z,
|
||||
node.extent.max.x,
|
||||
node.extent.max.y,
|
||||
node.extent.max.z)) {
|
||||
ImGui::Text("Is split: %i", node.is_split);
|
||||
ImGui::Text("Contained triangles: %lu", node.contained_objects.size());
|
||||
|
||||
if(node.is_split) {
|
||||
for(auto& child : node.children)
|
||||
if (node.is_split) {
|
||||
for (auto& child : node.children)
|
||||
walk_node(*child);
|
||||
}
|
||||
|
||||
|
@ -239,7 +235,8 @@ int main(int, char*[]) {
|
|||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
SDL_Window* window = SDL_CreateWindow("raytracer",
|
||||
SDL_Window* window = SDL_CreateWindow(
|
||||
"raytracer",
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
800,
|
||||
|
@ -260,12 +257,12 @@ int main(int, char*[]) {
|
|||
ImGui_ImplOpenGL3_Init("#version 330 core");
|
||||
|
||||
bool running = true;
|
||||
while(running) {
|
||||
while (running) {
|
||||
SDL_Event event = {};
|
||||
while(SDL_PollEvent(&event)) {
|
||||
while (SDL_PollEvent(&event)) {
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
|
||||
if(event.type == SDL_QUIT)
|
||||
if (event.type == SDL_QUIT)
|
||||
running = false;
|
||||
}
|
||||
|
||||
|
@ -274,9 +271,9 @@ int main(int, char*[]) {
|
|||
|
||||
ImGui::NewFrame();
|
||||
|
||||
if(ImGui::BeginMainMenuBar()) {
|
||||
if(ImGui::BeginMenu("File")) {
|
||||
if(ImGui::Button("Load Example Models")) {
|
||||
if (ImGui::BeginMainMenuBar()) {
|
||||
if (ImGui::BeginMenu("File")) {
|
||||
if (ImGui::Button("Load Example Models")) {
|
||||
auto& sphere = scene.load_from_file("misc/sphere.obj");
|
||||
sphere.color = {1, 1, 1};
|
||||
|
||||
|
@ -298,37 +295,37 @@ int main(int, char*[]) {
|
|||
ImGui::Checkbox("Use BVH", &use_bvh);
|
||||
ImGui::InputInt("Indirect Samples", &num_indirect_samples);
|
||||
|
||||
if(ImGui::BeginCombo("Channel Selection", diplay_mode_strings[static_cast<int>(display_mode)])) {
|
||||
if(ImGui::Selectable("Combined"))
|
||||
if (ImGui::BeginCombo("Channel Selection", diplay_mode_strings[static_cast<int>(display_mode)])) {
|
||||
if (ImGui::Selectable("Combined"))
|
||||
display_mode = DisplayMode::Combined;
|
||||
|
||||
if(ImGui::Selectable("Direct"))
|
||||
if (ImGui::Selectable("Direct"))
|
||||
display_mode = DisplayMode::Direct;
|
||||
|
||||
if(ImGui::Selectable("Indirect"))
|
||||
if (ImGui::Selectable("Indirect"))
|
||||
display_mode = DisplayMode::Indirect;
|
||||
|
||||
if(ImGui::Selectable("Reflect"))
|
||||
if (ImGui::Selectable("Reflect"))
|
||||
display_mode = DisplayMode::Reflect;
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
if(ImGui::Button("Render"))
|
||||
if (ImGui::Button("Render"))
|
||||
render();
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
if(ImGui::Button("Save Output"))
|
||||
if (ImGui::Button("Save Output"))
|
||||
dump_to_file();
|
||||
|
||||
if(image_dirty) {
|
||||
if (image_dirty) {
|
||||
update_texture();
|
||||
image_dirty = false;
|
||||
}
|
||||
|
||||
for(auto& object : scene.objects) {
|
||||
if(ImGui::TreeNode("Object")) {
|
||||
for (auto& object : scene.objects) {
|
||||
if (ImGui::TreeNode("Object")) {
|
||||
walk_object(*object);
|
||||
|
||||
ImGui::TreePop();
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "scene.h"
|
||||
|
||||
#include <glm/gtx/perpendicular.hpp>
|
||||
#include <functional>
|
||||
#include <glm/gtx/perpendicular.hpp>
|
||||
|
||||
constexpr double pi = 3.14159265358979323846l;
|
||||
|
||||
|
@ -25,14 +25,21 @@ glm::vec3 fetch_normal(const Object& object, const tinyobj::mesh_t& mesh, const
|
|||
return glm::vec3(nx, ny, nz);
|
||||
}
|
||||
|
||||
bool test_triangle(const Ray ray, const Object& object, const tinyobj::mesh_t& mesh, const size_t i, float& tClosest, bool& intersection, HitResult& result) {
|
||||
bool test_triangle(
|
||||
const Ray ray,
|
||||
const Object& object,
|
||||
const tinyobj::mesh_t& mesh,
|
||||
const size_t i,
|
||||
float& tClosest,
|
||||
bool& intersection,
|
||||
HitResult& result) {
|
||||
const glm::vec3 v0 = fetch_position(object, mesh, i, 0) + object.position;
|
||||
const glm::vec3 v1 = fetch_position(object, mesh, i, 1) + object.position;
|
||||
const glm::vec3 v2 = fetch_position(object, mesh, i, 2) + object.position;
|
||||
|
||||
float t = std::numeric_limits<float>::infinity(), u, v;
|
||||
if(intersections::ray_triangle(ray, v0, v1, v2, t, u, v)) {
|
||||
if(t < tClosest && t > epsilon) {
|
||||
if (intersections::ray_triangle(ray, v0, v1, v2, t, u, v)) {
|
||||
if (t < tClosest && t > epsilon) {
|
||||
const glm::vec3 n0 = fetch_normal(object, mesh, i, 0);
|
||||
const glm::vec3 n1 = fetch_normal(object, mesh, i, 1);
|
||||
const glm::vec3 n2 = fetch_normal(object, mesh, i, 2);
|
||||
|
@ -52,14 +59,14 @@ std::optional<HitResult> test_mesh(const Ray ray, const Object& object, const ti
|
|||
bool intersection = false;
|
||||
HitResult result = {};
|
||||
|
||||
for(size_t i = 0; i < mesh.num_face_vertices.size(); i++) {
|
||||
for (size_t i = 0; i < mesh.num_face_vertices.size(); i++) {
|
||||
const glm::vec3 v0 = fetch_position(object, mesh, i, 0) + object.position;
|
||||
const glm::vec3 v1 = fetch_position(object, mesh, i, 1) + object.position;
|
||||
const glm::vec3 v2 = fetch_position(object, mesh, i, 2) + object.position;
|
||||
|
||||
float t = std::numeric_limits<float>::infinity(), u, v;
|
||||
if(intersections::ray_triangle(ray, v0, v1, v2, t, u, v)) {
|
||||
if(t < tClosest && t > epsilon) {
|
||||
if (intersections::ray_triangle(ray, v0, v1, v2, t, u, v)) {
|
||||
if (t < tClosest && t > epsilon) {
|
||||
const glm::vec3 n0 = fetch_normal(object, mesh, i, 0);
|
||||
const glm::vec3 n1 = fetch_normal(object, mesh, i, 1);
|
||||
const glm::vec3 n2 = fetch_normal(object, mesh, i, 2);
|
||||
|
@ -74,7 +81,7 @@ std::optional<HitResult> test_mesh(const Ray ray, const Object& object, const ti
|
|||
}
|
||||
}
|
||||
|
||||
if(intersection)
|
||||
if (intersection)
|
||||
return result;
|
||||
else
|
||||
return {};
|
||||
|
@ -85,11 +92,11 @@ std::optional<HitResult> test_scene(const Ray ray, const Scene& scene) {
|
|||
HitResult result = {};
|
||||
float tClosest = std::numeric_limits<float>::infinity();
|
||||
|
||||
for(auto& object : scene.objects) {
|
||||
for(uint32_t i = 0; i < object->shapes.size(); i++) {
|
||||
for (auto& object : scene.objects) {
|
||||
for (uint32_t i = 0; i < object->shapes.size(); i++) {
|
||||
auto mesh = object->shapes[i].mesh;
|
||||
|
||||
if(const auto hit = test_mesh(ray, *object, mesh, tClosest)) {
|
||||
if (const auto hit = test_mesh(ray, *object, mesh, tClosest)) {
|
||||
intersection = true;
|
||||
result = hit.value();
|
||||
result.object = object.get();
|
||||
|
@ -97,17 +104,16 @@ std::optional<HitResult> test_scene(const Ray ray, const Scene& scene) {
|
|||
}
|
||||
}
|
||||
|
||||
if(intersection)
|
||||
if (intersection)
|
||||
return result;
|
||||
else
|
||||
return {};
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Node<T>* find_hit_ray_search(Node<T>& node, const Ray ray, std::vector<Node<T>*>* out) {
|
||||
if(node.extent.contains(ray)) {
|
||||
if(node.is_split) {
|
||||
for(auto& child : node.children)
|
||||
template<typename T> Node<T>* find_hit_ray_search(Node<T>& node, const Ray ray, std::vector<Node<T>*>* out) {
|
||||
if (node.extent.contains(ray)) {
|
||||
if (node.is_split) {
|
||||
for (auto& child : node.children)
|
||||
find_hit_ray_search(*child, ray, out);
|
||||
} else {
|
||||
out->push_back(&node);
|
||||
|
@ -117,8 +123,7 @@ Node<T>* find_hit_ray_search(Node<T>& node, const Ray ray, std::vector<Node<T>*>
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
std::vector<Node<T>*> find_hit_ray(Node<T>& node, const Ray ray) {
|
||||
template<typename T> std::vector<Node<T>*> find_hit_ray(Node<T>& node, const Ray ray) {
|
||||
std::vector<Node<T>*> vec;
|
||||
|
||||
find_hit_ray_search(node, ray, &vec);
|
||||
|
@ -131,16 +136,23 @@ std::optional<HitResult> test_scene_octree(const Ray ray, const Scene& scene) {
|
|||
HitResult result = {};
|
||||
float tClosest = std::numeric_limits<float>::infinity();
|
||||
|
||||
for(auto& object : scene.objects) {
|
||||
for(auto& node : find_hit_ray(object->octree->root, ray)) {
|
||||
for(auto& triangle_object : node->contained_objects) {
|
||||
if(test_triangle(ray, *object, *triangle_object.mesh, triangle_object.vertice_index, tClosest, intersection, result))
|
||||
for (auto& object : scene.objects) {
|
||||
for (auto& node : find_hit_ray(object->octree->root, ray)) {
|
||||
for (auto& triangle_object : node->contained_objects) {
|
||||
if (test_triangle(
|
||||
ray,
|
||||
*object,
|
||||
*triangle_object.mesh,
|
||||
triangle_object.vertice_index,
|
||||
tClosest,
|
||||
intersection,
|
||||
result))
|
||||
result.object = object.get();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(intersection)
|
||||
if (intersection)
|
||||
return result;
|
||||
else
|
||||
return {};
|
||||
|
@ -149,7 +161,7 @@ std::optional<HitResult> test_scene_octree(const Ray ray, const Scene& scene) {
|
|||
// methods adapated from https://users.cg.tuwien.ac.at/zsolnai/gfx/smallpaint/
|
||||
std::tuple<glm::vec3, glm::vec3> orthogonal_system(const glm::vec3& v1) {
|
||||
glm::vec3 v2;
|
||||
if(glm::abs(v1.x) > glm::abs(v1.y)) {
|
||||
if (glm::abs(v1.x) > glm::abs(v1.y)) {
|
||||
// project to the y = 0 plane and construct a normalized orthogonal vector in this plane
|
||||
const float inverse_length = 1.0f / sqrtf(v1.x * v1.x + v1.z * v1.z);
|
||||
v2 = glm::vec3(-v1.z * inverse_length, 0.0f, v1.x * inverse_length);
|
||||
|
@ -174,18 +186,18 @@ glm::vec3 reflect(const glm::vec3& I, const glm::vec3& N) {
|
|||
}
|
||||
|
||||
std::optional<SceneResult> cast_scene(const Ray ray, Scene& scene, const bool use_bvh, const int depth) {
|
||||
if(depth > max_depth)
|
||||
if (depth > max_depth)
|
||||
return {};
|
||||
|
||||
const std::function<decltype(test_scene)> scene_func = use_bvh ? test_scene_octree : test_scene;
|
||||
|
||||
if(auto hit = scene_func(ray, scene)) {
|
||||
if (auto hit = scene_func(ray, scene)) {
|
||||
const float diffuse = lighting::point_light(hit->position, light_position, hit->normal);
|
||||
SceneResult result = {};
|
||||
|
||||
// direct lighting calculation
|
||||
// currently only supports only one light (directional)
|
||||
if(glm::dot(light_position - hit->position, hit->normal) > 0) {
|
||||
if (glm::dot(light_position - hit->position, hit->normal) > 0) {
|
||||
const glm::vec3 light_dir = glm::normalize(light_position - hit->position);
|
||||
|
||||
const Ray shadow_ray(hit->position + (hit->normal * light_bias), light_dir);
|
||||
|
@ -195,14 +207,15 @@ std::optional<SceneResult> cast_scene(const Ray ray, Scene& scene, const bool us
|
|||
result.direct = hit->object->color * diffuse * shadow;
|
||||
}
|
||||
|
||||
if(auto reflect_result = cast_scene(Ray(hit->position, glm::reflect(ray.direction, hit->normal)), scene, use_bvh, depth + 1))
|
||||
if (auto reflect_result =
|
||||
cast_scene(Ray(hit->position, glm::reflect(ray.direction, hit->normal)), scene, use_bvh, depth + 1))
|
||||
result.reflect = reflect_result->combined;
|
||||
|
||||
// indirect lighting calculation
|
||||
// we take a hemisphere orthogonal to the normal, and take a constant number of num_indirect_samples
|
||||
// and naive monte carlo without PDF
|
||||
if(num_indirect_samples > 0) {
|
||||
for(int i = 0; i < num_indirect_samples; i++) {
|
||||
if (num_indirect_samples > 0) {
|
||||
for (int i = 0; i < num_indirect_samples; i++) {
|
||||
const float theta = scene.distribution() * pi;
|
||||
const float cos_theta = cos(theta);
|
||||
const float sin_theta = sin(theta);
|
||||
|
@ -213,10 +226,9 @@ std::optional<SceneResult> cast_scene(const Ray ray, Scene& scene, const bool us
|
|||
const glm::vec3 rotated_dir = {
|
||||
glm::dot({rotX.x, rotY.x, hit->normal.x}, sampled_dir),
|
||||
glm::dot({rotX.y, rotY.y, hit->normal.y}, sampled_dir),
|
||||
glm::dot({rotX.z, rotY.z, hit->normal.z}, sampled_dir)
|
||||
};
|
||||
glm::dot({rotX.z, rotY.z, hit->normal.z}, sampled_dir)};
|
||||
|
||||
if(const auto indirect_result = cast_scene(Ray(ray.origin, rotated_dir), scene, use_bvh, depth + 1))
|
||||
if (const auto indirect_result = cast_scene(Ray(ray.origin, rotated_dir), scene, use_bvh, depth + 1))
|
||||
result.indirect += indirect_result->combined * cos_theta;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue