2022-10-20 11:30:15 -04:00
|
|
|
/*
|
|
|
|
* 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
|
|
|
|
|
2022-10-23 23:46:12 -04:00
|
|
|
#include "engine/math/vectors.h"
|
|
|
|
#include "engine/image/image.h"
|
|
|
|
#include "engine/util/parser.h"
|
|
|
|
#include "world.h"
|
2022-10-20 11:30:15 -04:00
|
|
|
|
|
|
|
#include <utility>
|
2022-10-23 23:46:12 -04:00
|
|
|
#include <mutex>
|
|
|
|
#include <thread>
|
2022-10-25 01:06:26 -04:00
|
|
|
#include <queue>
|
2022-10-20 11:30:15 -04:00
|
|
|
|
|
|
|
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;
|
2022-10-31 00:51:51 -04:00
|
|
|
|
|
|
|
const PRECISION_TYPE NEAR_PLANE = 0.1;
|
|
|
|
const PRECISION_TYPE FAR_PLANE = 500;
|
|
|
|
PRECISION_TYPE tanFovHalf;
|
|
|
|
PRECISION_TYPE frustumLength;
|
2022-10-20 11:30:15 -04:00
|
|
|
|
|
|
|
Vec4 position{0, 0, 0};
|
|
|
|
Vec4 horizontalAxis;
|
|
|
|
Vec4 verticalAxis;
|
|
|
|
Vec4 imageOrigin;
|
2022-11-07 00:29:12 -05:00
|
|
|
|
|
|
|
Vec4 up {0, 1, 0};
|
|
|
|
|
2022-10-20 11:30:15 -04:00
|
|
|
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
|
2022-10-31 00:51:51 -04:00
|
|
|
tanFovHalf = tan(degreeeToRadian(fov) / 2);
|
|
|
|
viewportHeight = (2.0 * tanFovHalf);
|
2022-10-20 11:30:15 -04:00
|
|
|
// with must respect the aspect ratio of the image, otherwise we'd get funky results
|
|
|
|
viewportWidth = (aspectRatio * viewportHeight);
|
2022-10-31 00:51:51 -04:00
|
|
|
frustumLength = FAR_PLANE - NEAR_PLANE;
|
2022-10-20 11:30:15 -04:00
|
|
|
// 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);
|
|
|
|
|
|
|
|
void setPosition(const Vec4& pos) { this->position = pos; }
|
|
|
|
|
2022-11-14 20:44:49 -05:00
|
|
|
void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch);
|
2022-11-07 00:29:12 -05:00
|
|
|
|
|
|
|
// the follow utility functions are actually taking forever to get right
|
|
|
|
// I can't tell if my projection calculation is off or the view calc?
|
|
|
|
// got to install GLM to test which function works and which does. Maybe they are both bad. or Maybe it's my matrix impl
|
|
|
|
// or maybe the whole rendering stack sucks
|
2022-10-31 00:51:51 -04:00
|
|
|
[[nodiscard]] Mat4x4 project() const {
|
2022-11-07 00:29:12 -05:00
|
|
|
Mat4x4 project {emptyMatrix};
|
2022-10-31 00:51:51 -04:00
|
|
|
|
|
|
|
// this should be all it takes to create a mostly correct projection matrix
|
|
|
|
project.m00(float(1.0 / (aspectRatio * tanFovHalf)));
|
|
|
|
project.m11(float(1.0 / tanFovHalf));
|
|
|
|
project.m22(float(-((FAR_PLANE + NEAR_PLANE) / frustumLength)));
|
2022-11-07 00:29:12 -05:00
|
|
|
// this has been transposed
|
|
|
|
project.m32(-1);
|
|
|
|
project.m23(float(-((2 * NEAR_PLANE * FAR_PLANE) / frustumLength)));
|
2022-10-31 00:51:51 -04:00
|
|
|
//project.m33(0);
|
|
|
|
|
|
|
|
return project;
|
2022-11-07 00:29:12 -05:00
|
|
|
// use GLM to debug issues with ^
|
|
|
|
//glm::mat4 projectG = glm::perspective(glm::radians(90.0f), (float)aspectRatio, 0.1f, (float)1000);
|
|
|
|
//return Mat4x4{projectG};
|
2022-10-31 00:51:51 -04:00
|
|
|
}
|
2022-11-14 20:44:49 -05:00
|
|
|
[[nodiscard]] Mat4x4 view(const Vec4& lookAtPos) const {
|
2022-10-31 00:51:51 -04:00
|
|
|
Mat4x4 view;
|
2022-11-07 00:29:12 -05:00
|
|
|
|
2022-10-31 00:51:51 -04:00
|
|
|
auto w = (position - lookAtPos).normalize(); // forward
|
|
|
|
auto u = (Vec4::cross(up, w)).normalize(); // right
|
|
|
|
auto v = Vec4::cross(w, u); // up
|
|
|
|
|
|
|
|
view.m00(float(w.x()));
|
|
|
|
view.m01(float(w.y()));
|
|
|
|
view.m02(float(w.z()));
|
|
|
|
view.m03(float(w.w()));
|
|
|
|
|
|
|
|
view.m10(float(u.x()));
|
|
|
|
view.m11(float(u.y()));
|
|
|
|
view.m12(float(u.z()));
|
|
|
|
view.m13(float(u.w()));
|
|
|
|
|
|
|
|
view.m20(float(v.x()));
|
|
|
|
view.m21(float(v.y()));
|
|
|
|
view.m22(float(v.z()));
|
|
|
|
view.m23(float(v.w()));
|
|
|
|
|
|
|
|
// view matrix are inverted, dot product to simulate translate matrix multiplication
|
|
|
|
view.m30(-float(Vec4::dot(u, position)));
|
|
|
|
view.m31(-float(Vec4::dot(v, position)));
|
|
|
|
view.m32(-float(Vec4::dot(w, position)));
|
|
|
|
view.m33(1);
|
|
|
|
|
|
|
|
return view;
|
|
|
|
}
|
2022-11-14 20:44:49 -05:00
|
|
|
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch);
|
|
|
|
|
2022-10-31 00:51:51 -04:00
|
|
|
[[nodiscard]] inline Vec4 getPosition() const {return position;};
|
2022-11-07 00:29:12 -05:00
|
|
|
|
|
|
|
// the camera's position must be set with setPosition(Vec4);
|
|
|
|
// uses an internal up vector, assumed to be {0, 1, 0}
|
|
|
|
// will make the camera look at provided position with respects to the current camera position.
|
|
|
|
void lookAt(const Vec4& lookAtPos);
|
2022-10-20 11:30:15 -04:00
|
|
|
};
|
|
|
|
|
|
|
|
static Random rnd{-1, 1};
|
|
|
|
|
|
|
|
class Raycaster {
|
|
|
|
private:
|
2022-10-28 15:05:08 -04:00
|
|
|
int maxBounceDepth = 50;
|
|
|
|
int raysPerPixel = 50;
|
2022-10-20 11:30:15 -04:00
|
|
|
|
|
|
|
Camera& camera;
|
|
|
|
Image& image;
|
|
|
|
World& world;
|
2022-10-23 23:46:12 -04:00
|
|
|
|
2022-10-28 15:05:08 -04:00
|
|
|
std::vector<std::unique_ptr<std::thread>> executors {};
|
2022-10-23 23:46:12 -04:00
|
|
|
// is the raytracer still running?
|
|
|
|
bool stillRunning = true;
|
|
|
|
unsigned int finishedThreads = 0;
|
|
|
|
unsigned int system_threads = std::thread::hardware_concurrency();
|
|
|
|
// yes this is actually the only sync we need between the threads
|
|
|
|
// and compared to the actual runtime of the raytracing it's very small!
|
|
|
|
std::mutex queueSync;
|
2022-10-28 15:05:08 -04:00
|
|
|
std::queue<std::vector<int>>* unprocessedQuads = nullptr;
|
2022-10-20 11:30:15 -04:00
|
|
|
|
2022-10-28 01:44:23 -04:00
|
|
|
Vec4 raycast(const Ray& ray);
|
2022-10-20 11:30:15 -04:00
|
|
|
public:
|
2022-10-28 15:05:08 -04:00
|
|
|
inline void updateRayInfo(int maxBounce, int perPixel){
|
|
|
|
raysPerPixel = perPixel;
|
|
|
|
maxBounceDepth = maxBounce;
|
|
|
|
}
|
|
|
|
inline void resetRayInfo(){
|
|
|
|
raysPerPixel = 50;
|
|
|
|
maxBounceDepth = 50;
|
|
|
|
}
|
2022-10-20 11:30:15 -04:00
|
|
|
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();
|
|
|
|
}
|
2022-10-23 23:46:12 -04:00
|
|
|
void runSingle();
|
|
|
|
void runMulti(unsigned int t);
|
|
|
|
[[nodiscard]] inline bool areThreadsStillRunning() const {return finishedThreads == executors.size();}
|
|
|
|
inline void join(){
|
2022-10-28 15:05:08 -04:00
|
|
|
for (auto& p : executors)
|
2022-10-23 23:46:12 -04:00
|
|
|
p->join();
|
|
|
|
}
|
2022-10-28 15:05:08 -04:00
|
|
|
void deleteThreads(){
|
|
|
|
for (auto& p : executors){
|
2022-10-23 23:46:12 -04:00
|
|
|
// wait for all threads to exit before trying to delete them.
|
|
|
|
try {
|
|
|
|
if (p->joinable())
|
|
|
|
p->join();
|
|
|
|
} catch (std::exception& e){}
|
|
|
|
}
|
2022-10-28 15:05:08 -04:00
|
|
|
// since executors contains the only reference to the unique_ptr it will be deleted automatically
|
|
|
|
executors.clear();
|
|
|
|
}
|
|
|
|
~Raycaster() {
|
|
|
|
deleteThreads();
|
2022-10-25 01:06:26 -04:00
|
|
|
delete(unprocessedQuads);
|
2022-10-23 23:46:12 -04:00
|
|
|
}
|
2022-10-20 11:30:15 -04:00
|
|
|
};
|
|
|
|
|
|
|
|
}
|
|
|
|
#endif //STEP_2_RAYTRACING_H
|