COSC-3P93-Project/Step 2/Submission/include/raytracing.h

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/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*
* The general class for all things raytracing!
*/
#ifndef STEP_2_RAYTRACING_H
#define STEP_2_RAYTRACING_H
#include <math/vectors.h>
#include <image/image.h>
#include <util/parser.h>
#include <world.h>
#include <utility>
namespace Raytracing {
class Camera {
private:
/* Image details */
const Image image;
const PRECISION_TYPE aspectRatio;
/* Camera details */
PRECISION_TYPE viewportHeight;
PRECISION_TYPE viewportWidth;
PRECISION_TYPE focalLength = 1.0;
Vec4 position{0, 0, 0};
Vec4 horizontalAxis;
Vec4 verticalAxis;
Vec4 imageOrigin;
public:
Camera(PRECISION_TYPE fov, const Image& image): image(image),
aspectRatio(double(image.getWidth()) / double(image.getHeight())) {
// scale the viewport height based on the camera's FOV
viewportHeight = (2.0 * tan(degreeeToRadian(fov) / 2));
// with must respect the aspect ratio of the image, otherwise we'd get funky results
viewportWidth = (aspectRatio * viewportHeight);
// horizontal direction from the camera. used to translate the camera
horizontalAxis = (Vec4{viewportWidth, 0, 0, 0});
// virtual direction, also used to translate the camera
verticalAxis = (Vec4{0, viewportHeight, 0, 0});
// lower left of the camera's view port. used to project our vectors from image space to world space
imageOrigin = (position - horizontalAxis / 2 - verticalAxis / 2 - Vec4(0, 0, focalLength, 0));
tlog << viewportHeight << "\n";
tlog << viewportWidth << "\n";
tlog << "\n";
tlog << horizontalAxis << "\n";
tlog << verticalAxis << "\n";
tlog << imageOrigin << "\n";
}
Ray projectRay(PRECISION_TYPE x, PRECISION_TYPE y);
// makes the camera look at the lookatpos from the position p, with respects to the up direction up. (set to 0,1,0)
void lookAt(const Vec4& pos, const Vec4& lookAtPos, const Vec4& up);
void setPosition(const Vec4& pos) { this->position = pos; }
void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch, PRECISION_TYPE roll);
};
static Random rnd{-1, 1};
class Raycaster {
private:
const int maxBounceDepth = 50;
// 50 seems to be the magic number for the point of diminishing returns
// 100 looks like 50 but slightly clearer
// 25 is noisy
// 1 is VERY noisy.
const int raysPerPixel = 50;
Camera& camera;
Image& image;
World& world;
Vec4 raycast(const Ray& ray, int depth);
public:
inline static Vec4 randomUnitVector() {
// there are two methods to generating a random unit sphere
// one which is fast and approximate:
auto v = Vec4(rnd.getDouble(), rnd.getDouble(), rnd.getDouble());
return v.normalize();
// and the one which generates an actual unit vector
/*while (true) {
auto v = Vec4(rnd.getDouble(), rnd.getDouble(), rnd.getDouble());
if (v.lengthSquared() >= 1)
continue;
return v;
}*/
// the second creates better results but is 18% slower (better defined shadows)
// likely due to not over generating unit vectors biased towards the corners
}
Raycaster(Camera& c, Image& i, World& world, const Parser& p): camera(c), image(i), world(world) {
world.generateBVH();
}
void run();
};
}
#endif //STEP_2_RAYTRACING_H