main
Brett 2022-10-15 16:34:29 -04:00
parent dab9e96e66
commit 1aa3897528
36 changed files with 2922 additions and 463 deletions

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@ -17,7 +17,7 @@
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rule CXX_EXECUTABLE_LINKER__Step_2_Debug
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rule RERUN_CMAKE
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description = Re-running CMake...
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@ -51,7 +51,7 @@ rule RERUN_CMAKE
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rule CLEAN
command = /home/laptop/Documents/clion/clion-2021.3.3/bin/ninja/linux/ninja $FILE_ARG -t clean $TARGETS
command = /opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja $FILE_ARG -t clean $TARGETS
description = Cleaning all built files...
@ -59,6 +59,6 @@ rule CLEAN
# Rule for printing all primary targets available.
rule HELP
command = /home/laptop/Documents/clion/clion-2021.3.3/bin/ninja/linux/ninja -t targets
command = /opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja -t targets
description = All primary targets available:

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@ -1,3 +1,3 @@
Start testing: Oct 14 22:22 EDT
Start testing: Oct 15 16:34 EDT
----------------------------------------------------------
End testing: Oct 14 22:22 EDT
End testing: Oct 15 16:34 EDT

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@ -1,4 +1,4 @@
# Install script for directory: /home/laptop/Documents/Brock/CS 3P93/Project/Step 2
# Install script for directory: /home/brett/Documents/Brock/CS 3P93/Project/Step 2
# Set the install prefix
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
@ -50,5 +50,5 @@ endif()
string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT
"${CMAKE_INSTALL_MANIFEST_FILES}")
file(WRITE "/home/laptop/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-debug/${CMAKE_INSTALL_MANIFEST}"
file(WRITE "/home/brett/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-debug/${CMAKE_INSTALL_MANIFEST}"
"${CMAKE_INSTALL_MANIFEST_CONTENT}")

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@ -11,35 +11,41 @@
namespace Raytracing {
class Image{
private:
int width;
int height;
vec4* pixelData;
public:
Image(int width, int height);
Image(const Image& image);
class Image {
private:
int width;
int height;
vec4 *pixelData;
public:
Image(int width, int height);
Image(const Image &image);
inline void setPixelColor(int x, int y, const vec4& color){
pixelData[x * width + y] = color;
}
inline vec4 getPixelColor(int x, int y){
return pixelData[x * width + y];
}
int getPixelR(int x, int y);
int getPixelG(int x, int y);
int getPixelB(int x, int y);
int getPixelA(int x, int y);
inline void setPixelColor(int x, int y, const vec4 &color) {
pixelData[(x * height) + y] = color;
}
[[nodiscard]] inline int getWidth() const {return width;}
[[nodiscard]] inline int getHeight() const {return height;}
[[nodiscard]] inline vec4 getPixelColor(int x, int y) const {
return pixelData[(x * height) + y];
}
~Image();
[[nodiscard]] int getPixelR(int x, int y) const;
[[nodiscard]] int getPixelG(int x, int y) const;
[[nodiscard]] int getPixelB(int x, int y) const;
[[nodiscard]] int getPixelA(int x, int y) const;
[[nodiscard]] inline int getWidth() const { return width; }
[[nodiscard]] inline int getHeight() const { return height; }
~Image();
};
class ImageOutput {
private:
private:
const Image& image;
public:
explicit ImageOutput(const Image& image): image(image) {}
virtual void write(const std::string& file, const std::string& formatExtension);
};
}

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@ -18,79 +18,99 @@ namespace Raytracing {
typedef double PRECISION_TYPE;
class vec4 {
private:
union xType {PRECISION_TYPE x; PRECISION_TYPE r; };
union yType {PRECISION_TYPE y; PRECISION_TYPE g; };
union zType {PRECISION_TYPE z; PRECISION_TYPE b; };
union wType {PRECISION_TYPE w; PRECISION_TYPE a; };
struct valueType {xType v1; yType v2; zType v3; wType v4;};
public:
// isn't much of a reason to do it this way
// beyond I wanted an explicit immutable vector type of length 4
// that could be used as both x,y,z + w? and rgba
// it's unlikely that we'll need to use the w component
// but it helps better line up with the GPU
// and floating point units (especially on GPUs) tend to be aligned to 4*sizeof(float)
const valueType value;
private:
union xType {
PRECISION_TYPE x;
PRECISION_TYPE r;
};
union yType {
PRECISION_TYPE y;
PRECISION_TYPE g;
};
union zType {
PRECISION_TYPE z;
PRECISION_TYPE b;
};
union wType {
PRECISION_TYPE w;
PRECISION_TYPE a;
};
vec4(): value{0,0,0,0} {}
vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z): value{x,y,z,0} {}
vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE w): value{x,y,z,w} {}
vec4(const vec4& vec): value{vec.x(), vec.y(), vec.z(), vec.w()} {}
vec4 operator=(const vec4& other) { return {other.x(), other.y(), other.z(), other.w()}; }
struct valueType {
xType v1;
yType v2;
zType v3;
wType v4;
};
// isn't much of a reason to do it this way
// beyond I wanted an explicit immutable vector type of length 4
// that could be used as both x,y,z + w? and rgba
// it's unlikely that we'll need to use the w component
// but it helps better line up with the GPU
// and floating point units (especially on GPUs) tend to be aligned to 4*sizeof(float)
valueType value;
public:
vec4() : value{0, 0, 0, 0} {}
vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) : value{x, y, z, 0} {}
vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE w) : value{x, y, z, w} {}
vec4(const vec4& vec) : value{vec.x(), vec.y(), vec.z(), vec.w()} {}
// I remember reading somewhere that if you can make it constant you should (Helps with -o flags?)
// I'm still a little new to C++. TODO: compare compiler output
// this is my second major project in it (the first being my java game engine i ported to c++)
// since value is constant it's unlikely we actually need to
const inline PRECISION_TYPE x() const {return value.v1.x;}
const inline PRECISION_TYPE y() const {return value.v2.y;}
const inline PRECISION_TYPE z() const {return value.v3.z;}
const inline PRECISION_TYPE w() const {return value.v4.w;}
const inline PRECISION_TYPE r() const {return value.v1.r;}
const inline PRECISION_TYPE g() const {return value.v2.g;}
const inline PRECISION_TYPE b() const {return value.v3.b;}
const inline PRECISION_TYPE a() const {return value.v4.a;}
// most of the modern c++ here is because clang tidy was annoying me
[[nodiscard]] inline PRECISION_TYPE x() const { return value.v1.x; }
// negation operator
const vec4 operator-() const { return vec4(-x(), -y(), -z(), -w()); }
[[nodiscard]] inline PRECISION_TYPE y() const { return value.v2.y; }
const inline PRECISION_TYPE magnitude() const {
return sqrt(length_squared());
}
[[nodiscard]] inline PRECISION_TYPE z() const { return value.v3.z; }
const inline PRECISION_TYPE length_squared() const {
return x() * x() + y() * y() + z() * z() + w() * w();
}
[[nodiscard]] inline PRECISION_TYPE w() const { return value.v4.w; }
// returns the unit-vector.
const inline vec4 normalize(){
PRECISION_TYPE mag = magnitude();
return vec4(x() / mag, y() / mag, z() / mag, w() / mag);
}
[[nodiscard]] inline PRECISION_TYPE r() const { return value.v1.r; }
// add operator before the vec returns the magnitude
PRECISION_TYPE operator+() const {
return magnitude();
}
[[nodiscard]] inline PRECISION_TYPE g() const { return value.v2.g; }
// preforms the dot product of left * right
static inline const PRECISION_TYPE dot(const vec4& left, const vec4& right) {
return left.x() * right.x()
+ left.y() * right.y()
+ left.z() * right.z()
+ left.w() * right.w();
}
[[nodiscard]] inline PRECISION_TYPE b() const { return value.v3.b; }
// preforms the cross product of left X right
// since a general solution to the cross product doesn't exist in 4d
// we are going to ignore the w.
static inline const vec4 cross(const vec4& left, const vec4& right) {
return vec4(left.y() * right.z() - left.z() * right.y(),
left.z() * right.x() - left.x() * right.z(),
left.x() * right.y() - left.y() * right.x());
}
[[nodiscard]] inline PRECISION_TYPE a() const { return value.v4.a; }
// negation operator
vec4 operator-() const { return {-x(), -y(), -z(), -w()}; }
[[nodiscard]] inline PRECISION_TYPE magnitude() const {
return sqrt(length_squared());
}
[[nodiscard]] inline PRECISION_TYPE length_squared() const {
return x() * x() + y() * y() + z() * z() + w() * w();
}
// returns the unit-vector.
[[nodiscard]] inline vec4 normalize() const {
PRECISION_TYPE mag = magnitude();
return {x() / mag, y() / mag, z() / mag, w() / mag};
}
// add operator before the vec returns the magnitude
PRECISION_TYPE operator+() const {
return magnitude();
}
// preforms the dot product of left * right
static inline PRECISION_TYPE dot(const vec4& left, const vec4& right) {
return left.x() * right.x()
+ left.y() * right.y()
+ left.z() * right.z()
+ left.w() * right.w();
}
// preforms the cross product of left X right
// since a general solution to the cross product doesn't exist in 4d
// we are going to ignore the w.
static inline vec4 cross(const vec4& left, const vec4& right) {
return {left.y() * right.z() - left.z() * right.y(),
left.z() * right.x() - left.x() * right.z(),
left.x() * right.y() - left.y() * right.x()};
}
};

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@ -21,6 +21,8 @@
#include <algorithm>
#include <cctype>
#include <locale>
#include <sstream>
#include <algorithm>
/**
* defines
@ -35,49 +37,63 @@
*/
namespace Raytracing {
class String {
public:
// taken from https://stackoverflow.com/questions/216823/how-to-trim-an-stdstring
// would've preferred to use boost lib but instructions said to avoid external libs
// trim from start (in place)
static inline std::string& ltrim(std::string &s) {
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
return !std::isspace(ch);
}));
return s;
}
public:
static inline std::string toLowerCase(const std::string& s){
std::stringstream str;
std::for_each(s.begin(), s.end(), [&str](unsigned char ch) {
str << std::tolower(ch);
});
return str.str();
}
static inline std::string toUpperCase(const std::string& s){
std::stringstream str;
std::for_each(s.begin(), s.end(), [&str](unsigned char ch) {
str << std::toupper(ch);
});
return str.str();
}
// taken from https://stackoverflow.com/questions/216823/how-to-trim-an-stdstring
// would've preferred to use boost lib but instructions said to avoid external libs
// trim from start (in place)
static inline std::string& ltrim(std::string& s) {
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
return !std::isspace(ch);
}));
return s;
}
// trim from end (in place)
static inline std::string& rtrim(std::string &s) {
s.erase(std::find_if(s.rbegin(), s.rend(), [](unsigned char ch) {
return !std::isspace(ch);
}).base(), s.end());
return s;
}
// trim from end (in place)
static inline std::string& rtrim(std::string& s) {
s.erase(std::find_if(s.rbegin(), s.rend(), [](unsigned char ch) {
return !std::isspace(ch);
}).base(), s.end());
return s;
}
// trim from both ends (in place)
static inline std::string& trim(std::string &s) {
ltrim(s);
rtrim(s);
return s;
}
// trim from both ends (in place)
static inline std::string& trim(std::string& s) {
ltrim(s);
rtrim(s);
return s;
}
// trim from start (copying)
static inline std::string ltrim_copy(std::string s) {
ltrim(s);
return s;
}
// trim from start (copying)
static inline std::string ltrim_copy(std::string s) {
ltrim(s);
return s;
}
// trim from end (copying)
static inline std::string rtrim_copy(std::string s) {
rtrim(s);
return s;
}
// trim from end (copying)
static inline std::string rtrim_copy(std::string s) {
rtrim(s);
return s;
}
// trim from both ends (copying)
static inline std::string trim_copy(std::string s) {
trim(s);
return s;
}
// trim from both ends (copying)
static inline std::string trim_copy(std::string s) {
trim(s);
return s;
}
};
}

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@ -3,41 +3,87 @@
* Copyright (c) Brett Terpstra 2022 All Rights Reserved
*/
#include "image/image.h"
#include <ios>
#include <fstream>
#include <image/stb_image_write.h>
namespace Raytracing {
Image::Image(int width, int height): width(width), height(height) {
Image::Image(int width, int height) : width(width), height(height) {
pixelData = new vec4[width * height];
}
Image::Image(const Image &image): width(image.width), height(image.height) {
Image::Image(const Image& image) : width(image.width), height(image.height) {
pixelData = new vec4[image.width * image.height];
for (int i = 0; i < image.width; i++){
for (int j = 0; j < image.height; j++){
for (int i = 0; i < image.width; i++) {
for (int j = 0; j < image.height; j++) {
this->setPixelColor(i, j, image.pixelData[i * image.width + j]);
}
}
}
int Image::getPixelR(int x, int y) {
int Image::getPixelR(int x, int y) const {
// values are stored as a floating point number [0, 1)
// but most formats want an int [0, 255]
return (int) (255.999 * getPixelColor(x, y).r());
}
int Image::getPixelG(int x, int y) {
int Image::getPixelG(int x, int y) const {
return (int) (255.999 * getPixelColor(x, y).g());
}
int Image::getPixelB(int x, int y) {
int Image::getPixelB(int x, int y) const {
return (int) (255.999 * getPixelColor(x, y).b());
}
int Image::getPixelA(int x, int y) {
int Image::getPixelA(int x, int y) const {
return (int) (255.999 * getPixelColor(x, y).a());
}
Image::~Image() {
delete[](pixelData);
}
void ImageOutput::write(const std::string& file, const std::string& formatExtension) {
auto lowerExtension = Raytracing::String::toLowerCase(formatExtension);
auto fullFile = file + lowerExtension;
if (!lowerExtension.ends_with("hdr")) {
// unfortunately we do have to put the data into a format that STB can read
int data[image.getWidth() * image.getHeight() * 3];
int pixelIndex = 0;
for (int i = 0; i < image.getWidth(); i++) {
for (int j = 0; j < image.getHeight(); j++) {
data[pixelIndex++] = image.getPixelR(i, j);
data[pixelIndex++] = image.getPixelR(i, j);
data[pixelIndex++] = image.getPixelR(i, j);
}
}
// Writing a PPM was giving me issues, so I switched to using STB Image Write
// It's a single threaded, public domain header only image writing library
// I didn't want to use an external lib for this, however since it is public domain
// I've simply included it in the include directory.
if (lowerExtension.ends_with("bmp")) {
stbi_write_bmp(fullFile.c_str(), image.getWidth(), image.getHeight(), 3, data);
} else if (lowerExtension.ends_with("png")) {
stbi_write_png(fullFile.c_str(), image.getWidth(), image.getHeight(), 3, data, 3 * sizeof(int));
} else if (lowerExtension.ends_with("jpg")) {
stbi_write_jpg(fullFile.c_str(), image.getWidth(), image.getHeight(), 3, data, 90);
} else
throw std::runtime_error("Invalid format! Please use ppm, png, or jpg");
} else {
// the TODO: here is to check if HDR is in [0,1] or if we need to transform the value.
float data[image.getWidth() * image.getHeight() * 3];
int pixelIndex = 0;
for (int i = 0; i < image.getWidth(); i++) {
for (int j = 0; j < image.getHeight(); j++) {
data[pixelIndex++] = (float) image.getPixelColor(i, j).r();
data[pixelIndex++] = (float) image.getPixelColor(i, j).g();
data[pixelIndex++] = (float) image.getPixelColor(i, j).b();
}
}
stbi_write_hdr(fullFile.c_str(), image.getWidth(), image.getHeight(), 3, data);
}
}
}

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@ -1,5 +1,17 @@
#include "util/std.h"
#include "util/parser.h"
#include "image/image.h"
/**
* Brett Terpstra 6920201
* Hello TA / Marker! Welcome to the mess that is C++!
* I'm still quite new to it (who isn't), and my laptop is setup
* differently from my main computer. You'll notice comments generated
* here are more detailed and very similar to Javadocs.
* Half the comments are just reminders to myself for when I come back to do the parallel stuff anyways.
* The formatting differences are also due to this, my computer is setup much nicer and closer to Java
* while my laptop is just stock clion.
*/
int main(int argc, char** args) {
// not a feature full parser but it'll work for what I need.
@ -35,5 +47,17 @@ int main(int argc, char** args) {
// not perfect (contains duplicates) but good enough.
parser.printAllInInfo();
Raytracing::Image image(512, 512);
for (int i = 0; i < image.getWidth(); i++){
for (int j = 0; j < image.getHeight(); j++){
image.setPixelColor(i, j, Raytracing::vec4(double(i) / double(image.getWidth()-1), double(j) / double(image.getHeight()-1), 0.25, 1.0));
}
}
Raytracing::ImageOutput imageOutput(image);
imageOutput.write("hello", "png");
return 0;
}