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CMakeFiles/Step_3.dir/src/engine/util - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/engine/world.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/engine/world.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/engine/world.cpp.o.d @@ -149,8 +127,6 @@ build CMakeFiles/Step_3.dir/src/engine/world.cpp.o: CXX_COMPILER__Step_3_ /home/ INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/engine - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/debug_gui.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/debug_gui.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/debug_gui.cpp.o.d @@ -158,8 +134,6 @@ build CMakeFiles/Step_3.dir/src/graphics/debug_gui.cpp.o: CXX_COMPILER__Step_3_ INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/gl/gl.c.o: C_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/gl/gl.c || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/gl/gl.c.o.d @@ -167,8 +141,6 @@ build CMakeFiles/Step_3.dir/src/graphics/gl/gl.c.o: C_COMPILER__Step_3_ /home/br INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/gl - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/gl/gl.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o.d @@ -176,8 +148,6 @@ build CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o: CXX_COMPILER__Step_3_ /hom INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/gl - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/gl/shader.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o.d @@ -185,8 +155,6 @@ build CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o: CXX_COMPILER__Step_3_ INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/gl - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/graphics.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o.d @@ -194,8 +162,6 @@ build CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o: CXX_COMPILER__Step_3_ / INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o.d @@ -203,8 +169,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o: CXX_COMPILER__Step_3 INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_demo.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o.d @@ -212,8 +176,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o: CXX_COMPILER__S INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_draw.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o.d @@ -221,8 +183,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o: CXX_COMPILER__S INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_impl_glfw.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o.d @@ -230,8 +190,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o: CXX_COMPIL INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_impl_opengl3.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o.d @@ -239,8 +197,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o: CXX_COM INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_impl_x11.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o.d @@ -248,8 +204,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o: CXX_COMPILE INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_tables.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o.d @@ -257,8 +211,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o: CXX_COMPILER_ INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_widgets.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o.d @@ -266,8 +218,6 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o: CXX_COMPILER INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb build CMakeFiles/Step_3.dir/src/graphics/input.cpp.o: CXX_COMPILER__Step_3_ /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/input.cpp || cmake_object_order_depends_target_Step_3 DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/input.cpp.o.d @@ -275,8 +225,6 @@ build CMakeFiles/Step_3.dir/src/graphics/input.cpp.o: CXX_COMPILER__Step_3_ /hom INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release-omp" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include" OBJECT_DIR = CMakeFiles/Step_3.dir OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ - TARGET_PDB = Step_3.pdb # ============================================================================= @@ -292,9 +240,8 @@ build Step_3: CXX_EXECUTABLE_LINKER__Step_3_ CMakeFiles/Step_3.dir/src/engine/gl OBJECT_DIR = CMakeFiles/Step_3.dir POST_BUILD = : PRE_LINK = : - TARGET_COMPILE_PDB = CMakeFiles/Step_3.dir/ TARGET_FILE = Step_3 - TARGET_PDB = Step_3.pdb + TARGET_PDB = Step_3.dbg ############################################# @@ -339,14 +286,14 @@ build all: phony Step_3 ############################################# # Re-run CMake if any of its inputs changed. -build build.ninja: RERUN_CMAKE | /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/CMakeLists.txt /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/include/engine/config.h.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCCompiler.cmake.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCCompilerABI.c /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCXXCompiler.cmake.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCXXCompilerABI.cpp /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCXXInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCommonLanguageInclude.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeCompilerIdDetection.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeDetermineCCompiler.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeDetermineCXXCompiler.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeDetermineCompileFeatures.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeDetermineCompiler.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeDetermineCompilerABI.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.24/Modules/CMakeDetermineCompilerId.cmake 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############################################# diff --git a/Step 3/include/engine/image/image.h b/Step 3/include/engine/image/image.h index 3e3ba92..f17b814 100644 --- a/Step 3/include/engine/image/image.h +++ b/Step 3/include/engine/image/image.h @@ -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 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 diff --git a/Step 3/include/engine/math/bvh.h b/Step 3/include/engine/math/bvh.h index 20c7868..3b83b07 100644 --- a/Step 3/include/engine/math/bvh.h +++ b/Step 3/include/engine/math/bvh.h @@ -21,12 +21,12 @@ #include namespace Raytracing { - - #ifdef COMPILE_GUI + +#ifdef COMPILE_GUI extern std::shared_ptr 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 left; std::vector 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 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& aabbs, const std::vector& 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& 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& objects); + public: std::vector 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& 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(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs); - #endif + } +#endif } - void addObjects(const std::vector& 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 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 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 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& aabbs, const std::vector& objs); + TriangleBVHNode* addObjectsRecursively(const std::vector& objects, const TriangleBVHPartitionedSpace& prevSpace); + public: int index; + explicit TriangleBVHTree(const std::vector& objectsInWorld) { addObjects(objectsInWorld); - #ifdef COMPILE_GUI +#ifdef COMPILE_GUI auto aabbVertexData = Shapes::cubeVertexBuilder{}; if (aabbVAO == nullptr) aabbVAO = std::make_shared(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs); index = count++; - #endif +#endif } void addObjects(const std::vector& objects); - TriangleBVHNode* getRoot() {return root;} + + TriangleBVHNode* getRoot() { return root; } std::vector rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max); + std::vector rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max); + ~TriangleBVHTree() { delete (root); } diff --git a/Step 3/include/engine/math/colliders.h b/Step 3/include/engine/math/colliders.h index 2488356..b33b014 100644 --- a/Step 3/include/engine/math/colliders.h +++ b/Step 3/include/engine/math/colliders.h @@ -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 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 splitAlongAxis(AABBAxis axis); + + /** + * Splits the AABB by a rotating axis. Not recommended to use. Not thread safe across ALL AABB objects. + */ [[nodiscard]] std::pair 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(); diff --git a/Step 3/include/engine/math/vectors.h b/Step 3/include/engine/math/vectors.h index 420e6b0..7e0bfaf 100644 --- a/Step 3/include/engine/math/vectors.h +++ b/Step 3/include/engine/math/vectors.h @@ -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 diff --git a/Step 3/include/engine/mpi.h b/Step 3/include/engine/mpi.h index a4b9b13..41a6ee8 100644 --- a/Step 3/include/engine/mpi.h +++ b/Step 3/include/engine/mpi.h @@ -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 getCurrentImageRegionAssociation(RayCaster& raycaster); }; } diff --git a/Step 3/include/engine/raytracing.h b/Step 3/include/engine/raytracing.h index 04017d1..cc1d92f 100644 --- a/Step 3/include/engine/raytracing.h +++ b/Step 3/include/engine/raytracing.h @@ -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): diff --git a/Step 3/include/engine/util/debug.h b/Step 3/include/engine/util/debug.h index 10bd169..8234e58 100644 --- a/Step 3/include/engine/util/debug.h +++ b/Step 3/include/engine/util/debug.h @@ -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 #include + #ifdef COMPILE_GUI + #include + #endif namespace Raytracing { class profiler; + extern std::unordered_map> 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> 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(); diff --git a/Step 3/include/engine/util/loaders.h b/Step 3/include/engine/util/loaders.h index b22d1e6..9aee45c 100644 --- a/Step 3/include/engine/util/loaders.h +++ b/Step 3/include/engine/util/loaders.h @@ -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); }; diff --git a/Step 3/include/engine/util/std.h b/Step 3/include/engine/util/std.h index a901972..517c87a 100644 --- a/Step 3/include/engine/util/std.h +++ b/Step 3/include/engine/util/std.h @@ -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); diff --git a/Step 3/include/opencl/open_ray_tracing.h b/Step 3/include/opencl/open_ray_tracing.h index f14f06b..5ded4ea 100644 --- a/Step 3/include/opencl/open_ray_tracing.h +++ b/Step 3/include/opencl/open_ray_tracing.h @@ -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& objects, size_t totalWorldBytes); void run(); diff --git a/Step 3/resources/images/1659204763642001.jpg b/Step 3/resources/images/1659204763642001.jpg new file mode 100644 index 0000000..0365d77 Binary files /dev/null and b/Step 3/resources/images/1659204763642001.jpg differ diff --git a/Step 3/resources/images/brick_floor_diff_1k.png b/Step 3/resources/images/brick_floor_diff_1k.png new file mode 100644 index 0000000..b1afa40 Binary files /dev/null and b/Step 3/resources/images/brick_floor_diff_1k.png differ diff --git a/Step 3/resources/images/brockboy.jpg b/Step 3/resources/images/brockboy.jpg new file mode 100644 index 0000000..de99d58 Binary files /dev/null and b/Step 3/resources/images/brockboy.jpg differ diff --git a/Step 3/resources/images/floor_tiles_06_diff_1k.png b/Step 3/resources/images/floor_tiles_06_diff_1k.png new file mode 100644 index 0000000..05469a0 Binary files /dev/null and b/Step 3/resources/images/floor_tiles_06_diff_1k.png differ diff --git a/Step 3/resources/images/robson.jpeg b/Step 3/resources/images/robson.jpeg new file mode 100644 index 0000000..f0b9006 Binary files /dev/null and b/Step 3/resources/images/robson.jpeg differ diff --git a/Step 3/resources/images/zucc.png b/Step 3/resources/images/zucc.png new file mode 100644 index 0000000..ab1d8dd Binary files /dev/null and b/Step 3/resources/images/zucc.png differ diff --git a/Step 3/resources/models/planeflipped.mtl b/Step 3/resources/models/planeflipped.mtl new file mode 100644 index 0000000..45bc2c6 --- /dev/null +++ b/Step 3/resources/models/planeflipped.mtl @@ -0,0 +1,2 @@ +# Blender 3.4.0 MTL File: 'None' +# www.blender.org diff --git a/Step 3/resources/models/planeflipped.obj b/Step 3/resources/models/planeflipped.obj new file mode 100644 index 0000000..fcf0dbc --- /dev/null +++ b/Step 3/resources/models/planeflipped.obj @@ -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 diff --git a/Step 3/src/engine/main.cpp b/Step 3/src/engine/main.cpp index 0bd88b2..71fd1fb 100644 --- a/Step 3/src/engine/main.cpp +++ b/Step 3/src/engine/main.cpp @@ -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 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 { diff --git a/Step 3/src/engine/raytracing.cpp b/Step 3/src/engine/raytracing.cpp index 6dd1d28..43eb18b 100644 --- a/Step 3/src/engine/raytracing.cpp +++ b/Step 3/src/engine/raytracing.cpp @@ -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.