2022-10-16 17:53:33 -04:00
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/*
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* Created by Brett Terpstra 6920201 on 16/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*
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* The general class for all things raytracing!
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*/
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#ifndef STEP_2_RAYTRACING_H
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#define STEP_2_RAYTRACING_H
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#include <math/vectors.h>
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#include <image/image.h>
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namespace Raytracing {
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class Ray {
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private:
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// the starting point for our ray
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vec4 start;
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// and the direction it is currently traveling
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vec4 direction;
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public:
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Ray(const vec4& start, const vec4& direction): start(start), direction(direction) {}
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vec4 getStartingPoint() const { return start; }
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vec4 getDirection() const { return direction; }
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// returns a point along the ray, extended away from start by the length.
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inline vec4 along(PRECISION_TYPE length) const { return start + length * direction; }
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};
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class Camera {
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private:
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/* Image details */
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const Image image;
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const PRECISION_TYPE aspectRatio;
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/* Camera details */
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PRECISION_TYPE viewportHeight;
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PRECISION_TYPE viewportWidth;
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PRECISION_TYPE focalLength = 1.0;
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vec4 position{0, 0, 0};
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vec4 horizontalAxis;
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vec4 verticalAxis;
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vec4 imageOrigin;
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public:
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Camera(PRECISION_TYPE fov, const Image& image): image(image),
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aspectRatio(double(image.getWidth()) / double(image.getHeight())) {
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viewportHeight = (2.0 * tan(degreeeToRadian(fov) / 2));
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viewportWidth = (aspectRatio * viewportHeight);
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horizontalAxis = (vec4{viewportWidth, 0, 0, 0});
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verticalAxis = (vec4{0, viewportHeight, 0, 0});
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imageOrigin = (position - horizontalAxis / 2 - verticalAxis / 2 - vec4(0, 0, focalLength, 0));
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tlog << viewportHeight << "\n";
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tlog << viewportWidth << "\n";
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tlog << "\n";
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tlog << horizontalAxis << "\n";
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tlog << verticalAxis << "\n";
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tlog << imageOrigin << "\n";
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}
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Ray projectRay(PRECISION_TYPE x, PRECISION_TYPE y);
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// makes the camera look at the lookatpos from the position p, with respects to the up direction up. (set to 0,1,0)
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void lookAt(const vec4& pos, const vec4& lookAtPos, const vec4& up);
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void setPosition(const vec4& pos) {this->position = pos;}
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void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch, PRECISION_TYPE roll);
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};
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class Object {
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public:
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struct HitData {
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// all the other values only matter if this is true
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bool hit{false};
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// the hit point on the object
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vec4 hitPoint{};
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// the normal of that hit point
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vec4 normal{};
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// the length of the vector from its origin in its direction.
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PRECISION_TYPE length{0};
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};
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// return true if the ray intersects with this object, only between min and max
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2022-10-16 19:24:37 -04:00
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0;
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virtual ~Object() = default;
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2022-10-16 17:53:33 -04:00
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};
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class SphereObject : public Object {
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private:
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vec4 position;
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PRECISION_TYPE radius;
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public:
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SphereObject(const vec4& position, PRECISION_TYPE radius): position(position), radius(radius) {}
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2022-10-16 19:24:37 -04:00
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
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2022-10-16 17:53:33 -04:00
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};
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}
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#endif //STEP_2_RAYTRACING_H
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