COSC-3P93-Project/Step 3/src/engine/raytracing.cpp

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/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#include "engine/raytracing.h"
#include <queue>
#include <functional>
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#include <utility>
#include <engine/util/debug.h>
namespace Raytracing {
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Ray Camera::projectRay(PRECISION_TYPE x, PRECISION_TYPE y) {
// transform the x and y to points from image coords to be inside the camera's viewport.
double transformedX = (x / (image.getWidth() - 1));
auto transformedY = (y / (image.getHeight() - 1));
// then generate a ray which extends out from the camera position in the direction with respects to its position on the image
return {position, imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - position};
}
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void Camera::lookAt(const Vec4& pos, const Vec4& lookAtPos, const Vec4& up) {
// standard camera lookAt function
auto w = (pos - lookAtPos).normalize();
auto u = (Vec4::cross(up, w)).normalize();
auto v = Vec4::cross(w, u);
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position = pos;
horizontalAxis = viewportWidth * u;
verticalAxis = viewportHeight * v;
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imageOrigin = position - horizontalAxis / 2 - verticalAxis / 2 - w;
}
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void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch, const PRECISION_TYPE roll) {
// TODO:
}
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Vec4 Raycaster::raycast(const Ray& ray, int depth) {
if (depth > maxBounceDepth)
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return {0, 0, 0};
auto hit = world.checkIfHit(ray, 0.001, infinity);
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if (hit.first.hit) {
auto object = hit.second;
auto scatterResults = object->getMaterial()->scatter(ray, hit.first);
// if the material scatters the ray, ie casts a new one,
if (scatterResults.scattered) // attenuate the recursive raycast by the material's color
return scatterResults.attenuationColor * raycast(scatterResults.newRay, depth + 1);
//tlog << "Not scattered? " << object->getMaterial() << "\n";
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return {0, 0, 0};
}
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// skybox color
return {0.5, 0.7, 1.0};
}
void Raycaster::runSingle() {
executors.push_back(new std::thread([this]() -> void {
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for (int i = 0; i < image.getWidth(); i++) {
for (int j = 0; j < image.getHeight(); j++) {
Raytracing::Vec4 color;
// TODO: profile for speed;
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for (int s = 0; s < raysPerPixel; s++) {
// simulate anti aliasing by generating rays with very slight random directions
color = color + raycast(camera.projectRay(i + rnd.getDouble(), j + rnd.getDouble()), 0);
}
PRECISION_TYPE sf = 1.0 / raysPerPixel;
// apply pixel color with gamma correction
image.setPixelColor(i, j, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
}
}
finishedThreads++;
}));
}
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void Raycaster::runMulti(unsigned int t) {
// calculate the max divisions we can have per side
// say we have 16 threads, making divs 4
// 4 divs per axis, two axis, 16 total quadrants
// matching the 16 threads.
if (t == 0)
t = system_threads;
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auto divs = (double) int(std::log(t) / std::log(2));
// now double the divs, splitting each quadrant into 4 sub-quadrants which we can queue
// the reason to do this is that some of them will finish before others, and the now free threads can keep working
// do it without a queue like this leads to a single thread critical path and isn't optimally efficient.
divs *= 2; // 2 because two axis getting split makes 4 sub-quadrants
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auto* unprocessedQuads = new std::queue<std::vector<int>>();
//auto* queue = new basic_queue{};
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for (int dx = 0; dx < divs; dx++) {
for (int dy = 0; dy < divs; dy++) {
// sending functions wasn't working.
unprocessedQuads->push({
int(std::ceil(image.getWidth() / divs)),
int(std::ceil(image.getHeight() / divs)),
int(std::floor(image.getWidth() / divs) * dx),
int(std::floor(image.getHeight() / divs) * dy)
});
}
}
profiler profile("Multithreading Raytracer Results");
for (int i = 0; i < t; i++) {
executors.push_back(new std::thread([this, &unprocessedQuads, &profile, i, divs, t]() -> void {
// run through all the quadrants
// std::stringstream str;
// str << "Threading of #";
// str << i;
// tlog << str.str() << "\n";
// profile.start(str.str());
int j = 0;
while (true) {
std::vector<int> func;
// get the function for the quadrant
queueSync.lock();
if (unprocessedQuads->empty()) {
queueSync.unlock();
break;
}
func = unprocessedQuads->front();
unprocessedQuads->pop();
queueSync.unlock();
// then run it
for (int kx = 0; kx <= func[0]; kx++) {
for (int ky = 0; ky < func[1]; ky++) {
try {
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int x = func[2] + kx;
int y = func[3] + ky;
Raytracing::Vec4 color;
// TODO: profile for speed;
for (int s = 0; s < raysPerPixel; s++) {
// simulate anti aliasing by generating rays with very slight random directions
color = color + raycast(camera.projectRay(x + rnd.getDouble(), y + rnd.getDouble()), 0);
}
PRECISION_TYPE sf = 1.0 / raysPerPixel;
// apply pixel color with gamma correction
image.setPixelColor(x, y, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
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} catch (std::exception& error) {
flog << "Possibly fatal error in the multithreaded raytracer!\n";
flog << error.what() << "\n";
}
}
}
j++;
}
finishedThreads++;
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// profile.end(str.str());
//
// if (finishedThreads == executors.size()-1)
// profile.print();
}));
}
}
}