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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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-- Build files have been written to: /home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp
|
||||
|
|
|
@ -10,74 +10,105 @@
|
|||
#include "engine/math/vectors.h"
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
// glorified structure to store our image data.
|
||||
|
||||
class Image {
|
||||
private:
|
||||
unsigned long width;
|
||||
unsigned long height;
|
||||
unsigned long _width;
|
||||
unsigned long _height;
|
||||
Vec4 *pixelData;
|
||||
Vec4* pixelData;
|
||||
bool m_modified = false;
|
||||
public:
|
||||
Image(unsigned long width, unsigned long height);
|
||||
Image(const Image &image);
|
||||
|
||||
Image(const Image& image);
|
||||
|
||||
Image(const Image&& image) = delete;
|
||||
|
||||
|
||||
/**
|
||||
* Converts the image to a array of doubles, the pixels are packed vectors of order (x,y,z,w)
|
||||
*/
|
||||
std::vector<double> toArray();
|
||||
|
||||
/**
|
||||
* Loads the pixel data from the double array, ignoring values which where not modified.
|
||||
* It would make more sense to send only modified data however it is much easier not to.
|
||||
* @param array array to load from
|
||||
* @param size size of the array
|
||||
* @param id unused
|
||||
*/
|
||||
void fromArray(double* array, int size, int id);
|
||||
|
||||
inline void setPixelColor(unsigned long x, unsigned long y, const Vec4 &color) {
|
||||
|
||||
inline void setPixelColor(unsigned long x, unsigned long y, const Vec4& color) {
|
||||
m_modified = true;
|
||||
pixelData[(x * height) + y] = Vec4{color.r(), color.g(), color.b(), 1.0};
|
||||
}
|
||||
|
||||
|
||||
[[nodiscard]] inline Vec4 getPixelColor(unsigned long x, unsigned long y) const {
|
||||
return pixelData[(x * height) + y];
|
||||
}
|
||||
|
||||
|
||||
[[nodiscard]] inline int getPixelR(int x, int y) const {
|
||||
return int(255.0 * getPixelColor(x, y).r());
|
||||
};
|
||||
|
||||
[[nodiscard]] inline int getPixelG(int x, int y) const {
|
||||
return int(255.0 * getPixelColor(x, y).g());
|
||||
};
|
||||
|
||||
[[nodiscard]] inline int getPixelB(int x, int y) const {
|
||||
return int(255.0 * getPixelColor(x, y).b());
|
||||
}
|
||||
|
||||
[[nodiscard]] inline int getPixelA(int x, int y) const {
|
||||
return int(255.0 * getPixelColor(x, y).a());
|
||||
}
|
||||
|
||||
|
||||
[[nodiscard]] inline int getWidth() const { return int(width); }
|
||||
|
||||
[[nodiscard]] inline int getHeight() const { return int(height); }
|
||||
|
||||
[[nodiscard]] inline bool modified() const { return m_modified; }
|
||||
|
||||
|
||||
~Image();
|
||||
};
|
||||
|
||||
|
||||
class ImageInput {
|
||||
private:
|
||||
int width, height, channels;
|
||||
unsigned char* data;
|
||||
public:
|
||||
explicit ImageInput(const std::string& image);
|
||||
|
||||
/**
|
||||
* Loads the image as a buffer for GUI icons
|
||||
* @return pointer that must be manually freed.
|
||||
*/
|
||||
unsigned long* getImageAsIconBuffer();
|
||||
unsigned char* getImageData(){return data;}
|
||||
[[nodiscard]] int getImageSize() const{return width;}
|
||||
|
||||
unsigned char* getImageData() { return data; }
|
||||
|
||||
[[nodiscard]] int getImageSize() const { return width; }
|
||||
|
||||
~ImageInput();
|
||||
};
|
||||
|
||||
// image writer class used to output the image to a file.
|
||||
class ImageOutput {
|
||||
private:
|
||||
Image image;
|
||||
const Image& image;
|
||||
public:
|
||||
explicit ImageOutput(const Image& image): image(image) {}
|
||||
virtual void write(const std::string& file, const std::string& formatExtension);
|
||||
|
||||
/**
|
||||
* Writes the image stored in this class
|
||||
* @param file file to write to
|
||||
* @param formatExtension .png / .jpg etc
|
||||
*/
|
||||
virtual void write(const std::string& file, const std::string& formatExtension);
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif //STEP_2_IMAGE_H
|
||||
|
|
|
@ -21,12 +21,12 @@
|
|||
#include <utility>
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
#ifdef COMPILE_GUI
|
||||
|
||||
#ifdef COMPILE_GUI
|
||||
extern std::shared_ptr<VAO> aabbVAO;
|
||||
extern int count;
|
||||
extern int selected;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
struct BVHObject {
|
||||
Object* ptr = nullptr;
|
||||
|
@ -34,11 +34,15 @@ namespace Raytracing {
|
|||
};
|
||||
|
||||
struct BVHPartitionedSpace {
|
||||
// corresponds to the AABB pair used to generate the partitioned space
|
||||
std::vector<BVHObject> left;
|
||||
std::vector<BVHObject> right;
|
||||
};
|
||||
|
||||
inline bool operator==(const BVHPartitionedSpace& left, const BVHPartitionedSpace& right) {
|
||||
// sometimes the partition function creates spaces with the same objects, which leads to infinite recursion.
|
||||
// We can check if the spaces are equal and change the strategy used to split the AABB.
|
||||
// and if that fails we can use this to just end the recursion.
|
||||
if (left.left.size() != right.left.size() || left.right.size() != right.right.size())
|
||||
return false;
|
||||
for (int i = 0; i < left.left.size(); i++) {
|
||||
|
@ -65,12 +69,14 @@ namespace Raytracing {
|
|||
BVHNode* right;
|
||||
// debug ints.
|
||||
int index, hit = 0;
|
||||
|
||||
BVHNode(std::vector<BVHObject> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
|
||||
left(left), right(right) {
|
||||
#ifdef COMPILE_GUI
|
||||
index = count++;
|
||||
#endif
|
||||
}
|
||||
|
||||
~BVHNode() {
|
||||
delete (left);
|
||||
delete (right);
|
||||
|
@ -81,28 +87,62 @@ namespace Raytracing {
|
|||
private:
|
||||
BVHNode* root = nullptr;
|
||||
|
||||
/**
|
||||
* partition the objects to each AABB based on if they intersect with or not. if intersects both left will be preferred.
|
||||
*/
|
||||
static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs);
|
||||
|
||||
/**
|
||||
* Internal function to add objects to the correct BVH node. Creates the entire tree structure recursively. DO NOT USE.
|
||||
*/
|
||||
BVHNode* addObjectsRecursively(const std::vector<BVHObject>& objects, const BVHPartitionedSpace& prevSpace);
|
||||
|
||||
/**
|
||||
* adds all the objects provided to the BVH, skipping objects which don't have proper AABBs
|
||||
*/
|
||||
void addObjects(const std::vector<Object*>& objects);
|
||||
|
||||
public:
|
||||
std::vector<Object*> noAABBObjects;
|
||||
|
||||
/**
|
||||
* creates the BVH using the provided objects, which should come from the world.
|
||||
* @param objectsInWorld objects from the world to create the BVH which
|
||||
*/
|
||||
explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
|
||||
addObjects(objectsInWorld);
|
||||
#ifdef COMPILE_GUI
|
||||
auto aabbVertexData = Shapes::cubeVertexBuilder{};
|
||||
if (aabbVAO == nullptr)
|
||||
#ifdef COMPILE_GUI
|
||||
if (aabbVAO == nullptr) {
|
||||
// create a basic cube for displaying the AABBs when debugging
|
||||
auto aabbVertexData = Shapes::cubeVertexBuilder{};
|
||||
aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void addObjects(const std::vector<Object*>& objects);
|
||||
BVHNode* getRoot() {return root;}
|
||||
/**
|
||||
* @return the root node of the BVH tree
|
||||
*/
|
||||
BVHNode* getRoot() { return root; }
|
||||
|
||||
/**
|
||||
* @param ray ray to check intersection with
|
||||
* @param min min of the ray to check
|
||||
* @param max max of the ray to check
|
||||
* @return a list of objects which the ray might intersect with between min and max
|
||||
*/
|
||||
std::vector<BVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
|
||||
~BVHTree() {
|
||||
delete (root);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Everything below this line is unused due to inconsistencies in performance. Some parts of the code may contain references to this
|
||||
* however the actual algorithm doesn't take into account BVHs at the object level.
|
||||
*/
|
||||
|
||||
struct TriangleBVHObject {
|
||||
Vec4 position;
|
||||
std::shared_ptr<Triangle> tri;
|
||||
|
@ -140,13 +180,16 @@ namespace Raytracing {
|
|||
TriangleBVHNode* right;
|
||||
// debug ints.
|
||||
int index, hit = 0;
|
||||
|
||||
BVHHitData firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
|
||||
TriangleBVHNode(std::vector<TriangleBVHObject> objs, AABB aabb, TriangleBVHNode* left, TriangleBVHNode* right)
|
||||
: objs(std::move(objs)), aabb(std::move(aabb)), left(left), right(right) {
|
||||
#ifdef COMPILE_GUI
|
||||
index = count++;
|
||||
#endif
|
||||
}
|
||||
|
||||
~TriangleBVHNode() {
|
||||
delete (left);
|
||||
delete (right);
|
||||
|
@ -158,24 +201,30 @@ namespace Raytracing {
|
|||
TriangleBVHNode* root = nullptr;
|
||||
|
||||
static TriangleBVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<TriangleBVHObject>& objs);
|
||||
|
||||
TriangleBVHNode* addObjectsRecursively(const std::vector<TriangleBVHObject>& objects, const TriangleBVHPartitionedSpace& prevSpace);
|
||||
|
||||
public:
|
||||
int index;
|
||||
|
||||
explicit TriangleBVHTree(const std::vector<TriangleBVHObject>& objectsInWorld) {
|
||||
addObjects(objectsInWorld);
|
||||
#ifdef COMPILE_GUI
|
||||
#ifdef COMPILE_GUI
|
||||
auto aabbVertexData = Shapes::cubeVertexBuilder{};
|
||||
if (aabbVAO == nullptr)
|
||||
aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
|
||||
index = count++;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void addObjects(const std::vector<TriangleBVHObject>& objects);
|
||||
TriangleBVHNode* getRoot() {return root;}
|
||||
|
||||
TriangleBVHNode* getRoot() { return root; }
|
||||
|
||||
std::vector<TriangleBVHObject> rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
|
||||
std::vector<TriangleBVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
|
||||
~TriangleBVHTree() {
|
||||
delete (root);
|
||||
}
|
||||
|
|
|
@ -19,36 +19,64 @@ namespace Raytracing {
|
|||
X = 0, Y = 1, Z = 2
|
||||
};
|
||||
|
||||
/**
|
||||
* Simple minimal Axis Aligned Bounding Box implementation. Based on my C++ Game Engine's AABB which is based on my Java Game Engine's AABB
|
||||
* which is based on my Minecraft Clone v2's AABB which is based on a decompiled AABB class from Minecraft Beta 1.7.3
|
||||
*/
|
||||
class AABB {
|
||||
protected:
|
||||
Vec4 min;
|
||||
Vec4 max;
|
||||
public:
|
||||
AABB(): min({0,0,0}), max({0,0,0}) {};
|
||||
|
||||
/**
|
||||
* Creates an empty AABB. Not useful for anything.
|
||||
*/
|
||||
AABB(): min({0, 0, 0}), max({0, 0, 0}) {};
|
||||
|
||||
/**
|
||||
* Creates an AABB using the provided min/max coords
|
||||
*/
|
||||
AABB(PRECISION_TYPE minX, PRECISION_TYPE minY, PRECISION_TYPE minZ, PRECISION_TYPE maxX, PRECISION_TYPE maxY, PRECISION_TYPE maxZ):
|
||||
min{minX, minY, minZ}, max{maxX, maxY, maxZ} {
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Creates an AABB using the provided min/max vector coords
|
||||
*/
|
||||
AABB(const Vec4& min, const Vec4& max): min(min), max(max) {}
|
||||
|
||||
// creates an AABB extending of size centered on x, y, z
|
||||
|
||||
/**
|
||||
* creates an AABB extending of size centered on x, y, z
|
||||
* @param size radius of the AABB
|
||||
*/
|
||||
AABB(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE size):
|
||||
min{x - size, y - size, z - size}, max{x + size, y + size, z + size} {
|
||||
}
|
||||
|
||||
// translates the AABB to position x,y,z for world collision detection
|
||||
|
||||
/**
|
||||
* translates the AABB to position x,y,z for world collision detection
|
||||
* This creates a copy AABB.
|
||||
* @return a copy of this AABB translated by Vec4{x,y,z}
|
||||
*/
|
||||
[[nodiscard]] AABB translate(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) const {
|
||||
Vec4 pos = {x, y, z};
|
||||
return {min + pos, max + pos};
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Translates this AABB using a vector instead of individual coords
|
||||
* @return a copy of this AABB translated by vec
|
||||
*/
|
||||
[[nodiscard]] AABB translate(const Vec4& vec) const {
|
||||
Vec4 pos = {vec.x(), vec.y(), vec.z()};
|
||||
return {min + pos, max + pos};
|
||||
}
|
||||
|
||||
// returns an expanded version of this AABB is the other AABB is larger then this AABB
|
||||
|
||||
/**
|
||||
* returns an expanded version of this AABB is the other AABB is larger then this AABB
|
||||
* @param other other AABB to expand against
|
||||
* @return a AABB which includes this AABB and the other AABB. If this AABB is empty it will return other.
|
||||
*/
|
||||
[[nodiscard]] AABB expand(const AABB& other) const {
|
||||
// terrible hack
|
||||
// a 0 init AABB was having issues when being "expanded" to a place which is larger
|
||||
|
@ -63,78 +91,138 @@ namespace Raytracing {
|
|||
PRECISION_TYPE maxZ = std::max(max.z(), other.max.z());
|
||||
return {minX, minY, minZ, maxX, maxY, maxZ};
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool
|
||||
intersects(PRECISION_TYPE minX, PRECISION_TYPE minY, PRECISION_TYPE minZ, PRECISION_TYPE maxX, PRECISION_TYPE maxY,
|
||||
PRECISION_TYPE maxZ) const {
|
||||
|
||||
/**
|
||||
* Checks if this AABB interests with the AABB described in individual coordinates
|
||||
* @return true if intersection occurs
|
||||
*/
|
||||
[[nodiscard]] inline bool intersects(
|
||||
PRECISION_TYPE minX, PRECISION_TYPE minY, PRECISION_TYPE minZ, PRECISION_TYPE maxX, PRECISION_TYPE maxY, PRECISION_TYPE maxZ
|
||||
) const {
|
||||
return min.x() <= maxX && max.x() >= minX && min.y() <= maxY && max.y() >= minY && min.z() <= maxZ && max.z() >= minZ;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Checks if this AABB interests with the AABB described in vector coordinates
|
||||
* @return true if intersection occurs
|
||||
*/
|
||||
[[nodiscard]] inline bool intersects(const Vec4& minV, const Vec4& maxV) const {
|
||||
return intersects(minV.x(), minV.y(), minV.z(), maxV.x(), maxV.y(), maxV.z());
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Checks if this AABB intersects with the other AABB
|
||||
* @return true if intersection
|
||||
*/
|
||||
[[nodiscard]] inline bool intersects(const AABB& other) const {
|
||||
return intersects(other.min, other.max);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Checks if the provided ray intersects with this AABB between tmin and tmax using an implementation defined method.
|
||||
* @return true if intersected
|
||||
*/
|
||||
AABBHitData intersects(const Ray& ray, PRECISION_TYPE tmin, PRECISION_TYPE tmax);
|
||||
|
||||
/**
|
||||
* Slap method of checking for intersection, see the comment in the cpp file. DO NOT USE OUTSIDE THIS CLASS.
|
||||
*/
|
||||
AABBHitData simpleSlabRayAABBMethod(const Ray& ray, PRECISION_TYPE tmin, PRECISION_TYPE tmax);
|
||||
|
||||
/**
|
||||
* Creates a transform matrix using information contained within the AABB, done to prevent repeating code.
|
||||
* @return a transform (model) matrix for this AABB.
|
||||
*/
|
||||
[[nodiscard]] Mat4x4 getTransform() const;
|
||||
|
||||
[[nodiscard]] inline bool isInside(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) const {
|
||||
return x >= min.x() && x <= max.x() && y >= min.y() && y <= max.y() && z >= min.z() && z <= max.z();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool intersectsWithYZ(PRECISION_TYPE y, PRECISION_TYPE z) const {
|
||||
return y >= min.y() && y <= max.y() && z >= min.z() && z <= max.z();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool intersectsWithXZ(PRECISION_TYPE x, PRECISION_TYPE z) const {
|
||||
return x >= min.x() && x <= max.x() && z >= min.z() && z <= max.z();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool intersectsWithXY(PRECISION_TYPE x, PRECISION_TYPE y) const {
|
||||
return x >= min.x() && x <= max.x() && y >= min.y() && y <= max.y();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @return the exact center of the AABB
|
||||
*/
|
||||
[[nodiscard]] inline Vec4 getCenter() const {
|
||||
return {min.x() + (max.x() - min.x()) * 0.5, min.y() + (max.y() - min.y()) * 0.5, min.z() + (max.z() - min.z()) * 0.5};
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @return the longest axis distance from the center point of the AABB
|
||||
*/
|
||||
[[nodiscard]] PRECISION_TYPE longestDistanceFromCenter() const;
|
||||
// 0 - x
|
||||
// 1 - y
|
||||
// 2 - z
|
||||
|
||||
/**
|
||||
* 0 - x
|
||||
* 1 - y
|
||||
* 2 - z
|
||||
*/
|
||||
[[nodiscard]] int longestAxis() const;
|
||||
|
||||
/**
|
||||
* @return the complete length from min to max of the longest axis
|
||||
*/
|
||||
[[nodiscard]] PRECISION_TYPE longestAxisLength() const;
|
||||
|
||||
/**
|
||||
* @return a pair of AABB which are subsets of this AABB split by the longest axis of this AABB
|
||||
*/
|
||||
[[nodiscard]] std::pair<AABB, AABB> splitByLongestAxis();
|
||||
|
||||
/**
|
||||
* @param axis axis to split on
|
||||
* @return a pair of AABB which are subsets of this AABB split along the axis provided
|
||||
*/
|
||||
[[nodiscard]] std::pair<AABB, AABB> splitAlongAxis(AABBAxis axis);
|
||||
|
||||
/**
|
||||
* Splits the AABB by a rotating axis. Not recommended to use. Not thread safe across ALL AABB objects.
|
||||
*/
|
||||
[[nodiscard]] std::pair<AABB, AABB> splitAlongAxis();
|
||||
|
||||
|
||||
/**
|
||||
* @return average distance to the center of this object, subject to axis bias (really small or really big)
|
||||
*/
|
||||
[[nodiscard]] PRECISION_TYPE avgDistanceFromCenter() const;
|
||||
|
||||
// Returns true if the min and max are equal, which tells us this AABB wasn't assigned
|
||||
// or was properly created. Either way it isn't responsible to use the AABB in said case.
|
||||
|
||||
/**
|
||||
* Returns true if the min and max are equal, which tells us this AABB wasn't assigned
|
||||
* or was properly created. Either way it isn't responsible to use the AABB in said case.
|
||||
*/
|
||||
[[nodiscard]] inline bool isEmpty() const { return min == max; }
|
||||
|
||||
|
||||
[[nodiscard]] Vec4 getMin() const { return min; }
|
||||
|
||||
|
||||
[[nodiscard]] Vec4 getMax() const { return max; }
|
||||
|
||||
[[nodiscard]] inline PRECISION_TYPE getXRadius(const Vec4& center) const {
|
||||
return max.x() - center.x();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline PRECISION_TYPE getYRadius(const Vec4& center) const {
|
||||
return max.y() - center.y();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline PRECISION_TYPE getZRadius(const Vec4& center) const {
|
||||
return max.z() - center.z();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Minecraft code below this
|
||||
*/
|
||||
[[nodiscard]] inline bool isInside(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) const {
|
||||
return x >= min.x() && x <= max.x() && y >= min.y() && y <= max.y() && z >= min.z() && z <= max.z();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool intersectsWithYZ(PRECISION_TYPE y, PRECISION_TYPE z) const {
|
||||
return y >= min.y() && y <= max.y() && z >= min.z() && z <= max.z();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool intersectsWithXZ(PRECISION_TYPE x, PRECISION_TYPE z) const {
|
||||
return x >= min.x() && x <= max.x() && z >= min.z() && z <= max.z();
|
||||
}
|
||||
|
||||
[[nodiscard]] inline bool intersectsWithXY(PRECISION_TYPE x, PRECISION_TYPE y) const {
|
||||
return x >= min.x() && x <= max.x() && y >= min.y() && y <= max.y();
|
||||
}
|
||||
};
|
||||
|
||||
inline bool operator==(const AABB& a, const AABB& b){
|
||||
inline bool operator==(const AABB& a, const AABB& b) {
|
||||
const auto& aMax = a.getMax();
|
||||
const auto& aMin = a.getMin();
|
||||
const auto& bMax = b.getMax();
|
||||
|
@ -142,18 +230,6 @@ namespace Raytracing {
|
|||
return aMax == bMax && aMin == bMin;
|
||||
}
|
||||
|
||||
#ifndef USE_SIMD_CPU
|
||||
inline bool operator&=(const AABB& a, const AABB& b) {
|
||||
const auto& aMax = a.getMax();
|
||||
const auto& aMin = a.getMin();
|
||||
const auto& bMax = b.getMax();
|
||||
const auto& bMin = b.getMin();
|
||||
PRECISION_TYPE E = 0.5;
|
||||
return (aMax < bMax + E && aMax > bMax - E && aMin < bMin + E && aMin > bMin - E);
|
||||
return aMax == bMax && aMin == bMin;
|
||||
}
|
||||
#endif
|
||||
|
||||
inline std::ostream& operator<<(std::ostream& out, const AABB& v) {
|
||||
auto max = v.getMax();
|
||||
auto min = v.getMin();
|
||||
|
|
|
@ -275,8 +275,7 @@ namespace Raytracing {
|
|||
wType v4;
|
||||
};
|
||||
// isn't much of a reason to do it this way
|
||||
// it's unlikely that we'll need to use the w component
|
||||
// but it helps better line up with the GPU and other SIMD type instructions, like what's above.
|
||||
// it's unlikely that we'll need to use the w component but it helps better line up with the GPU and other SIMD type instructions, like what's above.
|
||||
valueType value;
|
||||
public:
|
||||
Vec4(): value{0, 0, 0, 0} {}
|
||||
|
@ -287,8 +286,6 @@ namespace Raytracing {
|
|||
|
||||
Vec4(const Vec4& vec): value{vec.x(), vec.y(), vec.z(), vec.w()} {}
|
||||
|
||||
|
||||
// most of the modern c++ here is because clang tidy was annoying me
|
||||
[[nodiscard]] inline PRECISION_TYPE x() const { return value.v1.x; }
|
||||
|
||||
[[nodiscard]] inline PRECISION_TYPE y() const { return value.v2.y; }
|
||||
|
@ -316,27 +313,35 @@ namespace Raytracing {
|
|||
return x() * x() + y() * y() + z() * z() + w() * w();
|
||||
}
|
||||
|
||||
// returns the unit-vector.
|
||||
/**
|
||||
* 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
|
||||
/**
|
||||
* add operator before the vec returns the magnitude
|
||||
*/
|
||||
PRECISION_TYPE operator+() const {
|
||||
return magnitude();
|
||||
}
|
||||
|
||||
// preforms the dot product of left * right
|
||||
/**
|
||||
* performs 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();
|
||||
}
|
||||
|
||||
// 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.
|
||||
/**
|
||||
* performs 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(),
|
||||
|
@ -456,12 +461,6 @@ namespace Raytracing {
|
|||
inline std::ostream& operator<<(std::ostream& out, const Ray& v) {
|
||||
return out << "Ray{" << v.getStartingPoint() << " " << v.getDirection() << "} ";
|
||||
}
|
||||
|
||||
#ifdef USE_SIMD_CPU
|
||||
|
||||
#else
|
||||
|
||||
#endif
|
||||
|
||||
// only float supported because GPUs don't like doubles
|
||||
// well they do but there isn't much of a reason to use them since this is for opengl
|
||||
|
|
|
@ -20,7 +20,16 @@ namespace Raytracing {
|
|||
|
||||
class MPI {
|
||||
public:
|
||||
/**
|
||||
* Create the OpenMPI instance
|
||||
* @param argc argc provided as inputs to the main function
|
||||
* @param argv argv provided as inputs to the main function
|
||||
*/
|
||||
static void init(int argc, char** argv);
|
||||
|
||||
/**
|
||||
* @return the queue of image bounds which this process needs to do work on
|
||||
*/
|
||||
static std::queue<RaycasterImageBounds> getCurrentImageRegionAssociation(RayCaster& raycaster);
|
||||
};
|
||||
}
|
||||
|
|
|
@ -167,19 +167,7 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
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
|
||||
return Vec4(rnd.getDouble(), rnd.getDouble(), rnd.getDouble()).normalize();
|
||||
}
|
||||
|
||||
RayCaster(Camera& c, Image& i, World& world, const Parser& p):
|
||||
|
|
|
@ -7,6 +7,9 @@
|
|||
* so why reinvent the wheel right?
|
||||
* So to avoid any kind of self plagiarism, I fully credit the source which is here:
|
||||
* https://github.com/Tri11Paragon/Trapdoor-Engine/tree/dev/C%2B%2B%20Engine
|
||||
*
|
||||
* 2022-12-12 update:
|
||||
* the above is not 100% true anymore. The functions are very similar though.
|
||||
*/
|
||||
|
||||
#ifndef STEP_2_DEBUG_H
|
||||
|
@ -15,19 +18,24 @@
|
|||
#include "std.h"
|
||||
#include <config.h>
|
||||
#include <mutex>
|
||||
|
||||
#ifdef COMPILE_GUI
|
||||
|
||||
#include <graphics/debug_gui.h>
|
||||
|
||||
#endif
|
||||
|
||||
namespace Raytracing {
|
||||
class profiler;
|
||||
|
||||
extern std::unordered_map<std::string, std::shared_ptr<profiler>> profiles;
|
||||
|
||||
class DebugTab{
|
||||
class DebugTab {
|
||||
protected:
|
||||
std::string name;
|
||||
public:
|
||||
virtual void render() {}
|
||||
|
||||
std::string getName() {
|
||||
return name;
|
||||
}
|
||||
|
@ -38,14 +46,17 @@ namespace Raytracing {
|
|||
long _start = 0;
|
||||
long _end = 0;
|
||||
std::unordered_map<std::string, std::pair<long, long>> timings;
|
||||
std::mutex timerLock {};
|
||||
std::mutex timerLock{};
|
||||
public:
|
||||
explicit profiler(std::string name);
|
||||
|
||||
void start();
|
||||
|
||||
void start(const std::string& name);
|
||||
|
||||
static void start(const std::string& name, const std::string& tabName) {
|
||||
static std::mutex staticLock{};
|
||||
// since we are using threads here the change is the use of this mutex.
|
||||
std::scoped_lock lock(staticLock);
|
||||
if (profiles.contains(name)) {
|
||||
auto p = profiles.at(name);
|
||||
|
@ -58,31 +69,36 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
void end();
|
||||
|
||||
void end(const std::string& name);
|
||||
static void end(const std::string& name, const std::string& tabName){
|
||||
|
||||
static void end(const std::string& name, const std::string& tabName) {
|
||||
static std::mutex staticLock{};
|
||||
std::scoped_lock lock(staticLock);
|
||||
try {
|
||||
profiles.at(name)->end(tabName);
|
||||
} catch (std::exception& e){}
|
||||
} catch (std::exception& e) {}
|
||||
}
|
||||
|
||||
void print();
|
||||
static void print(const std::string& name){
|
||||
|
||||
static void print(const std::string& name) {
|
||||
static std::mutex staticLock{};
|
||||
std::scoped_lock lock(staticLock);
|
||||
try {
|
||||
profiles.at(name)->print();
|
||||
} catch (std::exception& e){}
|
||||
} catch (std::exception& e) {}
|
||||
}
|
||||
|
||||
void endAndPrint();
|
||||
static void endAndPrint(const std::string& name, const std::string& tabName){
|
||||
|
||||
static void endAndPrint(const std::string& name, const std::string& tabName) {
|
||||
profiler::end(name, tabName);
|
||||
profiler::print(name);
|
||||
}
|
||||
|
||||
void render();
|
||||
|
||||
static void render(int count) {
|
||||
for (const auto& p : profiles)
|
||||
p.second->render();
|
||||
|
|
|
@ -12,7 +12,18 @@ namespace Raytracing {
|
|||
|
||||
class ShaderLoader {
|
||||
public:
|
||||
static void define(const std::string& key, const std::string& replacement);
|
||||
/**
|
||||
* Creates a define which will be replaced as the shader is loaded.
|
||||
* @param key name of the define to replace
|
||||
* @param replacement the string which the define will be set to.
|
||||
*/
|
||||
static void define(const std::string& key, const std::string& replacement);
|
||||
|
||||
/**
|
||||
* loads a line-terminated string from the file. Will preprocess defines and attempt to recursively load includes.
|
||||
* @param path path to file to load
|
||||
* @return a single string where each line is terminated with a \n
|
||||
*/
|
||||
static std::string loadShaderFile(const std::string& path);
|
||||
};
|
||||
|
||||
|
|
|
@ -113,6 +113,11 @@ namespace Raytracing {
|
|||
|
||||
class String {
|
||||
public:
|
||||
/**
|
||||
* Converts the string into lower case
|
||||
* @param s string to lower case
|
||||
* @return a string copy that is all lower case
|
||||
*/
|
||||
static inline std::string toLowerCase(const std::string& s) {
|
||||
std::stringstream str;
|
||||
std::for_each(
|
||||
|
@ -123,6 +128,11 @@ namespace Raytracing {
|
|||
return str.str();
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts the string into upper case
|
||||
* @param s string to upper case
|
||||
* @return a string copy that is all upper case
|
||||
*/
|
||||
static inline std::string toUpperCase(const std::string& s) {
|
||||
std::stringstream str;
|
||||
std::for_each(
|
||||
|
@ -133,6 +143,9 @@ namespace Raytracing {
|
|||
return str.str();
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the standard string of time.now
|
||||
*/
|
||||
static inline std::string getTimeString() {
|
||||
auto t = std::time(nullptr);
|
||||
auto now = std::localtime(&t);
|
||||
|
|
|
@ -23,11 +23,17 @@
|
|||
|
||||
namespace Raytracing {
|
||||
|
||||
/**
|
||||
* A semi-working implementation of an OpenCL raytracer. Two major issues pertain to its lack of completion:
|
||||
* 1. I ran out of time
|
||||
* 2. Doing the wrong thing in OpenCL seems to crash my computer with 0 warning and 0 error messages. Fun. Especially when restarting takes several minutes.
|
||||
*/
|
||||
class OpenClRaytracer {
|
||||
private:
|
||||
CLProgram* program;
|
||||
Image& image;
|
||||
Camera& camera;
|
||||
// 16x16 can be used here but 8x8 works great on my GPU.
|
||||
size_t localWorks[2]{8, 8};
|
||||
size_t maxTriangleSize = 0;
|
||||
size_t objectCount = 0;
|
||||
|
@ -36,9 +42,24 @@ namespace Raytracing {
|
|||
|
||||
~OpenClRaytracer();
|
||||
|
||||
/**
|
||||
* Stores the objects in the world inside the byte buffer provided.
|
||||
* @param buffer buffer to store objects into
|
||||
* @param totalWorldBytes total bytes between all the objects in the world.
|
||||
*/
|
||||
void storeObjects(unsigned char* buffer, size_t totalWorldBytes);
|
||||
|
||||
/**
|
||||
* Updates the camera vectors on the GPU
|
||||
*/
|
||||
void updateCameraInformation();
|
||||
|
||||
/**
|
||||
* stores the objects into a buffer which is loaded into the GPU.
|
||||
* @param objects objects in world
|
||||
* @param totalWorldBytes total bytes taken by the objects
|
||||
* @return the buffer containing the objects. Must be manually deleted.
|
||||
*/
|
||||
unsigned char* createObjectBuffer(const std::vector<Object*>& objects, size_t totalWorldBytes);
|
||||
|
||||
void run();
|
||||
|
|
After Width: | Height: | Size: 817 KiB |
After Width: | Height: | Size: 1.8 MiB |
After Width: | Height: | Size: 9.4 KiB |
After Width: | Height: | Size: 1.5 MiB |
After Width: | Height: | Size: 4.0 KiB |
After Width: | Height: | Size: 904 KiB |
|
@ -0,0 +1,2 @@
|
|||
# Blender 3.4.0 MTL File: 'None'
|
||||
# www.blender.org
|
|
@ -0,0 +1,16 @@
|
|||
# Blender 3.4.0
|
||||
# www.blender.org
|
||||
mtllib planeflipped.mtl
|
||||
o Plane
|
||||
v -0.000000 -8.781555 9.817993
|
||||
v -0.000001 -8.781555 -9.817993
|
||||
v 0.000001 8.781555 9.817993
|
||||
v 0.000000 8.781555 -9.817993
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vt 0.000000 0.000000
|
||||
vt 1.000000 0.000000
|
||||
vt 0.000000 1.000000
|
||||
vt 1.000000 1.000000
|
||||
s 0
|
||||
f 3/3/1 2/2/1 1/1/1
|
||||
f 3/3/1 4/4/1 2/2/1
|
|
@ -84,12 +84,12 @@ int main(int argc, char** args) {
|
|||
"\tSets the output format to BMP, PNG, or JPEG. \n", "PNG"
|
||||
);
|
||||
parser.addOption(
|
||||
"-w", "Image Width\n"
|
||||
"\tSets the width of the output image.\n", "1440"
|
||||
"--width", "Image Width\n"
|
||||
"\tSets the width of the output image.\n", "1440"
|
||||
);
|
||||
parser.addOption(
|
||||
"-h", "Image Height\n"
|
||||
"\tSets the height of the output image.\n", "720"
|
||||
"--height", "Image Height\n"
|
||||
"\tSets the height of the output image.\n", "720"
|
||||
);
|
||||
parser.addOption(
|
||||
"--fov", "Camera FOV\n"
|
||||
|
@ -156,12 +156,12 @@ int main(int argc, char** args) {
|
|||
|
||||
#endif
|
||||
|
||||
Raytracing::Image image(std::stoi(parser.getOptionValue("-w")), std::stoi(parser.getOptionValue("-h")));
|
||||
Raytracing::Image image(std::stoi(parser.getOptionValue("--width")), std::stoi(parser.getOptionValue("--height")));
|
||||
|
||||
Raytracing::Camera camera(std::stoi(parser.getOptionValue("--fov")), image);
|
||||
//camera.setPosition({0, 0, 1});
|
||||
camera.setPosition({20, 12, 20});
|
||||
camera.lookAt({0, 0, 0});
|
||||
camera.setPosition({15.5, 10, 22});
|
||||
camera.lookAt({0, 4, 0});
|
||||
|
||||
|
||||
#ifdef COMPILE_GUI
|
||||
|
@ -178,7 +178,9 @@ int main(int argc, char** args) {
|
|||
Raytracing::ModelData spider = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/spider.obj");
|
||||
Raytracing::ModelData house = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/house.obj");
|
||||
Raytracing::ModelData plane = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/plane.obj");
|
||||
Raytracing::ModelData planeflipped = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/planeflipped.obj");
|
||||
Raytracing::ModelData debugCube = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/debugcube.obj");
|
||||
Raytracing::ModelData skyboxCube = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/cubeflipped.obj");
|
||||
Raytracing::ModelData floor = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/floor.obj");
|
||||
Raytracing::ModelData deathSphere = Raytracing::OBJLoader::loadModel(parser.getOptionValue("--resources") + "models/deathsphere.obj");
|
||||
|
||||
|
@ -187,10 +189,13 @@ int main(int argc, char** args) {
|
|||
world.add("blueDiffuse", new Raytracing::DiffuseMaterial{Raytracing::Vec4{0, 0, 1.0, 1}});
|
||||
|
||||
world.add("greenMetal", new Raytracing::MetalMaterial{Raytracing::Vec4{0.4, 1.0, 0.4, 1}});
|
||||
world.add("blueMirror", new Raytracing::BrushedMetalMaterial{Raytracing::Vec4{0.2, 0.2, 0.8, 1}, 0.0f});
|
||||
world.add("blueMirror", new Raytracing::BrushedMetalMaterial{Raytracing::Vec4{0.4, 0.4, 0.9, 1}, 0.01f});
|
||||
world.add("imperfectMirror", new Raytracing::BrushedMetalMaterial{Raytracing::Vec4{0.8, 0.8, 0.8, 1}, 0.4f});
|
||||
world.add("perfectMirror", new Raytracing::BrushedMetalMaterial{Raytracing::Vec4{0.8, 0.8, 0.8, 1}, 0.0f});
|
||||
|
||||
// Textures in here will automatically be added to the world and used when generating the objects in the world.
|
||||
std::vector<std::string> textures = {
|
||||
"029a_-_Survival_of_the_Idiots_349.jpg",
|
||||
"029a_-_Survival_of_the_Idiots_349.jpg",
|
||||
"760213.png",
|
||||
"1531688878833.png",
|
||||
|
@ -200,19 +205,28 @@ int main(int argc, char** args) {
|
|||
"1544568744585.jpg",
|
||||
"1544568782473.jpg",
|
||||
"1616466348379.png",
|
||||
"livingmylifeinstereodoesntseemthatbad.PNG"
|
||||
"livingmylifeinstereodoesntseemthatbad.PNG",
|
||||
"1659204763642001.jpg",
|
||||
"1659204763642001.jpg",
|
||||
"zucc.png",
|
||||
"zucc.png",
|
||||
"brockboy.jpg",
|
||||
"brockboy.jpg"
|
||||
};
|
||||
for (const std::string& texture : textures) {
|
||||
world.add(texture, new Raytracing::TexturedMaterial{parser.getOptionValue("--resources") + "images/" + texture});
|
||||
}
|
||||
world.add("grass", new Raytracing::TexturedMaterial{parser.getOptionValue("--resources") + "images/d5fcf6258bd25b58773de035dce4663d.jpg", 4.0f});
|
||||
world.add("floor", new Raytracing::TexturedMaterial{parser.getOptionValue("--resources") + "images/brick_floor_diff_1k.png", 4.0f});
|
||||
world.add("skybox", new Raytracing::TexturedMaterial{parser.getOptionValue("--resources") + "images/robson.jpeg", 2.0f});
|
||||
|
||||
world.add(new Raytracing::ModelObject({0, 0, 0}, floor, world.getMaterial("grass")));
|
||||
world.add(new Raytracing::ModelObject({0, 0, 0}, floor, world.getMaterial("floor")));
|
||||
world.add(new Raytracing::ModelObject({0, 0, 0}, skyboxCube, world.getMaterial("skybox")));
|
||||
// odds and ends
|
||||
world.add(new Raytracing::ModelObject({-40, 0, -40}, deathSphere, world.getMaterial("imperfectMirror")));
|
||||
world.add(new Raytracing::ModelObject({10, 4, -20}, deathSphere, world.getMaterial("imperfectMirror")));
|
||||
|
||||
world.add(new Raytracing::ModelObject({0, 2, 0}, spider, world.getMaterial("redDiffuse")));
|
||||
world.add(new Raytracing::ModelObject({-5, 5, 0}, plane, world.getMaterial("greenMetal")));
|
||||
world.add(new Raytracing::ModelObject({-5.001, 5, 0}, planeflipped, world.getMaterial("greenMetal")));
|
||||
|
||||
world.add(new Raytracing::ModelObject({0, 1, -5}, house, world.getMaterial("blueDiffuse")));
|
||||
world.add(new Raytracing::ModelObject({0, 1, 5}, house, world.getMaterial("blueDiffuse")));
|
||||
|
@ -232,17 +246,13 @@ int main(int argc, char** args) {
|
|||
if (i % 2 == 0) {
|
||||
// cubes are 1 off the ground
|
||||
pos = Vec4{pos.x(), 1, pos.z()};
|
||||
if (chance.getDouble() <= 0.8) {
|
||||
auto& texture = textures[textureIndexSelect.getLong()];
|
||||
world.add(new Raytracing::ModelObject{pos, debugCube, world.getMaterial(texture)});
|
||||
} else {
|
||||
world.add(new Raytracing::ModelObject{pos, debugCube, world.getMaterial("redDiffuse")});
|
||||
}
|
||||
auto& texture = textures[textureIndexSelect.getLong()];
|
||||
world.add(new Raytracing::ModelObject{pos, debugCube, world.getMaterial(texture)});
|
||||
} else {
|
||||
auto radius = (chance.getDouble() + 0.15f) * 2.0f;
|
||||
// while spheres have a variable radius
|
||||
pos = Vec4{pos.x(), radius, pos.z()};
|
||||
if (chance.getDouble() <= 0.65) {
|
||||
if (chance.getDouble() <= 0.75) {
|
||||
auto& texture = textures[textureIndexSelect.getLong()];
|
||||
world.add(new Raytracing::SphereObject{pos, radius, world.getMaterial(texture)});
|
||||
} else {
|
||||
|
|
|
@ -127,8 +127,8 @@ namespace Raytracing {
|
|||
break;
|
||||
}
|
||||
} else {
|
||||
// since we didn't hit, we hit the sky.
|
||||
color = color * Vec4{0.5, 0.7, 1.0};
|
||||
|
||||
//color = Vec4{};
|
||||
// if we don't hit we cannot keep looping.
|
||||
break;
|
||||
|
@ -275,6 +275,8 @@ namespace Raytracing {
|
|||
threads = 1;
|
||||
divs = 1;
|
||||
} else {
|
||||
// check for the special case of threads being 0, which is used by the commandline parser to assert that the option wasn't used.
|
||||
// in which case we will use the number of threads that the physical system has available
|
||||
if (threads == 0)
|
||||
threads = (int) system_threads;
|
||||
// calculate the max divisions we can have per side, then expand by a factor of 4.
|
||||
|
|