Working on BVH

main
Brett 2022-10-18 00:44:49 -04:00
parent 03d0740003
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37 changed files with 1922 additions and 131 deletions

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/*
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_GLOBALS_H
#define STEP_2_GLOBALS_H
namespace Raytracing {
}
#endif //STEP_2_GLOBALS_H

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/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_BVH_H
#define STEP_2_BVH_H
#include <util/std.h>
#include <types.h>
// A currently pure header implementation of a BVH. TODO: make source file.
// this is also for testing and might not make it into the step 2.
namespace Raytracing {
class BVHNode {
private:
void* obj;
AABB aabb;
BVHNode* left;
BVHNode* right;
public:
BVHNode(void* obj, AABB aabb, BVHNode* left, BVHNode* right): obj(obj), aabb(std::move(aabb)), left(left), right(right) {}
~BVHNode() {
delete(left);
delete(right);
}
};
class BVHTree {
private:
BVHNode* root = nullptr;
public:
explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
// create a volume for the entire world.
AABB world;
for (const auto& obj : objectsInWorld)
if (!obj->getAABB().isEmpty())
world.expand(obj->getAABB());
// world sized bvh node isn't associated with a specific object
// only leafs should be non-null, and we might need to change it to a vector.
root = new BVHNode(nullptr, world, nullptr, nullptr);
}
~BVHTree(){
delete(root);
}
};
}
#endif //STEP_2_BVH_H

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@ -0,0 +1,99 @@
/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_COLLIDERS_H
#define STEP_2_COLLIDERS_H
#include <math/vectors.h>
namespace Raytracing {
// 3D Axis Aligned Bounding Box
class AABB {
protected:
vec4 min;
vec4 max;
bool empty = false;
public:
AABB() {
empty = true;
};
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} {
}
AABB(const vec4& min, const vec4& max): min(min), max(max) {}
// creates an AABB extending of size centered on x, y, z
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
[[nodiscard]] AABB translate(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) const {
vec4 pos = {x, y, z};
return {min + pos, max + pos};
}
// returns an expanded version of this AABB is the other AABB is larger then this AABB
[[nodiscard]] AABB expand(const AABB& other) const {
PRECISION_TYPE minX = std::min(min.x(), other.min.x());
PRECISION_TYPE minY = std::min(min.y(), other.min.y());
PRECISION_TYPE minZ = std::min(min.z(), other.min.z());
PRECISION_TYPE maxX = std::max(max.x(), other.max.x());
PRECISION_TYPE maxY = std::max(max.y(), other.max.y());
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 {
return min.x() < maxX && max.x() > minX && min.y() < maxY && max.y() > minY && min.z() < maxZ && max.z() > minZ;
}
[[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());
}
[[nodiscard]] inline bool intersects(const AABB& other) const {
return intersects(other.min, other.max);
}
[[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();
}
[[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};
}
[[nodiscard]] PRECISION_TYPE longestDistanceFromCenter() const;
// 0 - x
// 1 - y
// 2 - z
[[nodiscard]] int longestAxis() const;
[[nodiscard]] PRECISION_TYPE longestAxisLength() const;
[[nodiscard]] std::vector<AABB> splitByLongestAxis() const;
[[nodiscard]] PRECISION_TYPE avgDistanceFromCenter() const;
[[nodiscard]] inline bool isEmpty() const {return empty;}
};
}
#endif //STEP_2_COLLIDERS_H

69
Step 2/include/types.h Normal file
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@ -0,0 +1,69 @@
/*
* Created by Brett Terpstra 6920201 on 18/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_TYPES_H
#define STEP_2_TYPES_H
#include <math/vectors.h>
#include <math/colliders.h>
// there were some files which needed access to these types
// but including them from world.h would've resulted in circular includes,
// so I moved them here.
namespace Raytracing {
struct HitData {
// all the other values only matter if this is true
bool hit{false};
// the hit point on the object
vec4 hitPoint{};
// the normal of that hit point
vec4 normal{};
// the length of the vector from its origin in its direction.
PRECISION_TYPE length{0};
};
struct ScatterResults {
// returns true to recast the ray with the provided ray
bool scattered;
// the new ray to be cast if scattered
Ray newRay;
// the color of the material
vec4 attenuationColor;
};
class Material {
private:
// most materials will need an albedo
vec4 baseColor;
public:
explicit Material(const vec4& baseColor): baseColor(baseColor) {}
// returns true if the ray was scattered along with the scattered ray, otherwise will return false with empty ray.
// the returned vec4 is the attenuation color
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const = 0;
[[nodiscard]] vec4 getBaseColor() const { return baseColor; }
};
class Object {
protected:
vec4 position;
Material* material;
AABB aabb;
public:
explicit Object(Material* material, const vec4& position): material(material), position(position) {};
// return true if the ray intersects with this object, only between min and max
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0;
[[nodiscard]] Material* getMaterial() const { return material; }
[[nodiscard]] vec4 getPosition() const {return position;}
[[nodiscard]] AABB getAABB() const {return aabb;}
virtual ~Object() = default;
};
}
#endif //STEP_2_TYPES_H

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@ -8,23 +8,47 @@
#include <util/std.h> #include <util/std.h>
#include <math/vectors.h> #include <math/vectors.h>
#include <math/colliders.h>
namespace Raytracing { namespace Raytracing {
struct Triangle { struct Triangle {
public:
vec4 vertex1, vertex2, vertex3; vec4 vertex1, vertex2, vertex3;
bool hasNormals = false; bool hasNormals = false;
vec4 normal1, normal2, normal3; vec4 normal1, normal2, normal3;
vec4 uv1, uv2, uv3; vec4 uv1, uv2, uv3;
AABB aabb;
Triangle(const vec4& v1, const vec4& v2, const vec4& v3): vertex1(v1), vertex2(v2), vertex3(v3) {} Triangle(const vec4& v1, const vec4& v2, const vec4& v3): vertex1(v1), vertex2(v2), vertex3(v3) {}
Triangle(const vec4& v1, const vec4& v2, const vec4& v3, Triangle(const vec4& v1, const vec4& v2, const vec4& v3,
const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3), const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3),
hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {} hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {}
Triangle(const vec4& v1, const vec4& v2, const vec4& v3,
const vec4& uv1, const vec4& uv2, const vec4& uv3,
const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3),
uv1(uv1), uv2(uv2), uv3(uv3),
hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {}
[[nodiscard]] vec4 findClosestNormal(const vec4& point) const {
// no need to sqrt as exact distance doesn't matter
auto n1Dist = (point - normal1).lengthSquared();
auto n2Dist = (point - normal2).lengthSquared();
auto n3Dist = (point - normal3).lengthSquared();
return (n1Dist < n2Dist && n1Dist < n3Dist) ? normal1 : (n2Dist < n3Dist ? normal2 : normal3);
}
};
struct face {
int v1, v2, v3;
int uv1, uv2, uv3;
int n1, n2, n3;
}; };
struct ModelData { struct ModelData {
public:
// storing all this data is memory inefficient // storing all this data is memory inefficient
// since normals and vertices are only vec3s // since normals and vertices are only vec3s
// and uvs are vec2s // and uvs are vec2s
@ -32,10 +56,47 @@ namespace Raytracing {
std::vector<vec4> vertices; std::vector<vec4> vertices;
std::vector<vec4> uvs; std::vector<vec4> uvs;
std::vector<vec4> normals; std::vector<vec4> normals;
std::vector<int> indices; std::vector<face> faces;
AABB aabb;
std::vector<Triangle> toTriangles() { std::vector<Triangle> toTriangles() {
std::vector<Triangle> triangles;
PRECISION_TYPE minX = INFINITY, minY = INFINITY, minZ = INFINITY, maxX = -INFINITY, maxY = -INFINITY, maxZ = -INFINITY;
for (face f: faces) {
Triangle t {vertices[f.v1], vertices[f.v2], vertices[f.v3],
uvs[f.uv1], uvs[f.uv2], uvs[f.uv3],
normals[f.n1], normals[f.n2], normals[f.n3]};
PRECISION_TYPE tMinX = INFINITY, tMinY = INFINITY, tMinZ = INFINITY, tMaxX = -INFINITY, tMaxY = -INFINITY, tMaxZ = -INFINITY;
// find the min and max of all the triangles
tMinX = std::min(t.vertex1.x(), std::min(t.vertex2.x(), std::min(t.vertex3.x(), tMinX)));
tMinY = std::min(t.vertex1.y(), std::min(t.vertex2.y(), std::min(t.vertex3.y(), tMinY)));
tMinZ = std::min(t.vertex1.z(), std::min(t.vertex2.z(), std::min(t.vertex3.z(), tMinZ)));
tMaxX = std::max(t.vertex1.x(), std::max(t.vertex2.x(), std::max(t.vertex3.x(), tMaxX)));
tMaxY = std::max(t.vertex1.y(), std::max(t.vertex2.y(), std::max(t.vertex3.y(), tMaxY)));
tMaxZ = std::max(t.vertex1.z(), std::max(t.vertex2.z(), std::max(t.vertex3.z(), tMaxZ)));
// create a AABB for model local BVH
t.aabb = {tMinX, tMinY, tMinZ, tMaxX, tMaxY, tMaxZ};
// and of course for a model AABB,
minX = std::min(tMinX, minX);
minY = std::min(tMinY, minY);
minZ = std::min(tMinZ, minZ);
maxX = std::max(tMaxX, maxX);
maxY = std::max(tMaxY, maxY);
maxZ = std::max(tMaxZ, maxZ);
triangles.push_back(t);
}
// to generate a AABB
aabb = {minX, minY, minZ, maxX, maxY, maxZ};
return triangles;
} }
}; };

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@ -79,6 +79,19 @@ namespace Raytracing {
}); });
return str.str(); return str.str();
} }
// taken from https://stackoverflow.com/questions/14265581/parse-split-a-string-in-c-using-string-delimiter-standard-c
// extended to return a vector
static inline std::vector<std::string> split(std::string s, const std::string& delim){
size_t pos = 0;
std::vector<std::string> tokens;
while ((pos = s.find(delim)) != std::string::npos) {
auto token = s.substr(0, pos);
tokens.push_back(token);
s.erase(0, pos + delim.length());
}
tokens.push_back(s);
return tokens;
}
// taken from https://stackoverflow.com/questions/216823/how-to-trim-an-stdstring // 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 // would've preferred to use boost lib but instructions said to avoid external libs
// trim from start (in place) // trim from start (in place)

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@ -9,78 +9,42 @@
#include <util/std.h> #include <util/std.h>
#include <math/vectors.h> #include <math/vectors.h>
#include <util/models.h> #include <util/models.h>
#include <math/bvh.h>
#include <types.h>
#include <utility> #include <utility>
namespace Raytracing { namespace Raytracing {
struct HitData {
// all the other values only matter if this is true
bool hit{false};
// the hit point on the object
vec4 hitPoint{};
// the normal of that hit point
vec4 normal{};
// the length of the vector from its origin in its direction.
PRECISION_TYPE length{0};
};
struct ScatterResults {
// returns true to recast the ray with the provided ray
bool scattered;
// the new ray to be cast if scattered
Ray newRay;
// the color of the material
vec4 attenuationColor;
};
class Material {
private:
// most materials will need an albedo
vec4 baseColor;
public:
explicit Material(const vec4& baseColor): baseColor(baseColor) {}
// returns true if the ray was scattered along with the scattered ray, otherwise will return false with empty ray.
// the returned vec4 is the attenuation color
[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const = 0;
[[nodiscard]] vec4 getBaseColor() const { return baseColor; }
};
class Object {
private:
Material* material;
public:
explicit Object(Material* material): material(material) {};
// return true if the ray intersects with this object, only between min and max
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0;
Material* getMaterial() { return material; }
virtual ~Object() = default;
};
class SphereObject : public Object { class SphereObject : public Object {
private: private:
vec4 position;
PRECISION_TYPE radius; PRECISION_TYPE radius;
public: public:
SphereObject(const vec4& position, PRECISION_TYPE radius, Material* material): position(position), radius(radius), Object(material) {} SphereObject(const vec4& position, PRECISION_TYPE radius, Material* material): radius(radius), Object(material, position) {}
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const; [[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
}; };
class TriangleObject : public Object { class TriangleObject : public Object {
private: private:
vec4 position;
Triangle theTriangle; Triangle theTriangle;
public: public:
TriangleObject(const vec4& position, Triangle theTriangle, Material* material): Object(material), position(position), TriangleObject(const vec4& position, Triangle theTriangle, Material* material): Object(material, position),
theTriangle(std::move(theTriangle)) {} theTriangle(std::move(theTriangle)) {}
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const; [[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
}; };
class ModelObject : public Object {
private:
std::vector<Triangle> triangles;
public:
ModelObject(const vec4& position, ModelData data, Material* material): Object(material, position) {
triangles = data.toTriangles();
this->aabb = data.aabb;
}
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
};
class DiffuseMaterial : public Material { class DiffuseMaterial : public Material {
private: private:
public: public:

8
Step 2/src/globals.cpp Normal file
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@ -0,0 +1,8 @@
/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
// Yes, globals are bad.
namespace Raytracing {
}

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@ -46,11 +46,14 @@ int main(int argc, char** args) {
Raytracing::Image image(445, 256); Raytracing::Image image(445, 256);
Raytracing::Camera camera(140, image); Raytracing::Camera camera(140, image);
camera.setPosition({0, 0, 0}); camera.setPosition({0, 0, 1});
//camera.lookAt(Raytracing::vec4(0,1,0), Raytracing::vec4(0, 0, -1), Raytracing::vec4(0, 1, 0)); //camera.lookAt(Raytracing::vec4(0,1,0), Raytracing::vec4(0, 0, -1), Raytracing::vec4(0, 1, 0));
Raytracing::World world; Raytracing::World world;
Raytracing::OBJLoader loader;
Raytracing::ModelData testData = loader.loadModel("spider.obj");
world.addMaterial("greenDiffuse", new Raytracing::DiffuseMaterial{Raytracing::vec4{0, 1.0, 0, 1}}); world.addMaterial("greenDiffuse", new Raytracing::DiffuseMaterial{Raytracing::vec4{0, 1.0, 0, 1}});
world.addMaterial("redDiffuse", new Raytracing::DiffuseMaterial{Raytracing::vec4{1.0, 0, 0, 1}}); world.addMaterial("redDiffuse", new Raytracing::DiffuseMaterial{Raytracing::vec4{1.0, 0, 0, 1}});
world.addMaterial("blueDiffuse", new Raytracing::DiffuseMaterial{Raytracing::vec4{0, 0, 1.0, 1}}); world.addMaterial("blueDiffuse", new Raytracing::DiffuseMaterial{Raytracing::vec4{0, 0, 1.0, 1}});
@ -59,11 +62,12 @@ int main(int argc, char** args) {
world.addMaterial("redMetal", new Raytracing::BrushedMetalMaterial{Raytracing::vec4{1.0, 0.4, 0.4, 1}, 0.6f}); world.addMaterial("redMetal", new Raytracing::BrushedMetalMaterial{Raytracing::vec4{1.0, 0.4, 0.4, 1}, 0.6f});
world.addMaterial("blueMetal", new Raytracing::MetalMaterial{Raytracing::vec4{0.4, 0.4, 1.0, 1}}); world.addMaterial("blueMetal", new Raytracing::MetalMaterial{Raytracing::vec4{0.4, 0.4, 1.0, 1}});
world.add(new Raytracing::SphereObject(Raytracing::vec4(0,0,-1,0), 0.5, world.getMaterial("redDiffuse"))); //world.add(new Raytracing::SphereObject(Raytracing::vec4(0,0,-1,0), 0.5, world.getMaterial("redDiffuse")));
world.add(new Raytracing::SphereObject(Raytracing::vec4(-1,0,-1,0), 0.5, world.getMaterial("blueMetal"))); //world.add(new Raytracing::SphereObject(Raytracing::vec4(-1,0,-1,0), 0.5, world.getMaterial("blueMetal")));
world.add(new Raytracing::SphereObject(Raytracing::vec4(1,0,-1,0), 0.5, world.getMaterial("redMetal"))); //world.add(new Raytracing::SphereObject(Raytracing::vec4(1,0,-1,0), 0.5, world.getMaterial("redMetal")));
world.add(new Raytracing::SphereObject(Raytracing::vec4(0,-100.5,-1,0), 100, world.getMaterial("greenDiffuse"))); //world.add(new Raytracing::SphereObject(Raytracing::vec4(0,-100.5,-1,0), 100, world.getMaterial("greenDiffuse")));
world.add(new Raytracing::TriangleObject(Raytracing::vec4(0,0.1,-0.5f,0), {{-0.5, -0.5, 0.0}, {0.5, -0.5, 0.0}, {0.0, 0.5, 0.0}}, world.getMaterial("greenDiffuse"))); //world.add(new Raytracing::TriangleObject(Raytracing::vec4(0,0.1,-0.5f,0), {{-0.5, -0.5, 0.0}, {0.5, -0.5, 0.0}, {0.0, 0.5, 0}}, world.getMaterial("greenDiffuse")));
world.add(new Raytracing::ModelObject({0, 0, -1}, testData, world.getMaterial("redDiffuse")));
Raytracing::Raycaster raycaster {camera, image, world, parser}; Raytracing::Raycaster raycaster {camera, image, world, parser};

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@ -0,0 +1,64 @@
/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#include <math/colliders.h>
namespace Raytracing {
PRECISION_TYPE AABB::longestDistanceFromCenter() const {
vec4 center = getCenter();
PRECISION_TYPE maxX = std::abs(max.x() - center.x());
PRECISION_TYPE minX = std::abs(min.x() - center.x());
PRECISION_TYPE maxY = std::abs(max.y() - center.y());
PRECISION_TYPE minY = std::abs(min.y() - center.y());
PRECISION_TYPE maxZ = std::abs(max.z() - center.z());
PRECISION_TYPE minZ = std::abs(min.z() - center.z());
return std::max(maxX, std::max(minX, std::max(maxY, std::max(minY, std::max(maxZ, minZ)))));
}
PRECISION_TYPE AABB::avgDistanceFromCenter() const {
vec4 center = getCenter();
PRECISION_TYPE maxX = std::abs(max.x() - center.x());
PRECISION_TYPE minX = std::abs(min.x() - center.x());
PRECISION_TYPE maxY = std::abs(max.y() - center.y());
PRECISION_TYPE minY = std::abs(min.y() - center.y());
PRECISION_TYPE maxZ = std::abs(max.z() - center.z());
PRECISION_TYPE minZ = std::abs(min.z() - center.z());
maxX *= maxX;
minX *= minX;
maxY *= maxY;
minY *= minY;
maxZ *= maxZ;
minZ *= minZ;
return std::sqrt(maxX + minX + maxY + minY + maxZ + minZ);
}
int AABB::longestAxis() const {
PRECISION_TYPE X = std::abs(max.x() - min.x());
PRECISION_TYPE Y = std::abs(max.y() - min.y());
PRECISION_TYPE Z = std::abs(max.z() - min.z());
return X > Y && X > Z ? 0 : Y > Z ? 1 : 2;
}
PRECISION_TYPE AABB::longestAxisLength() const {
PRECISION_TYPE X = std::abs(max.x() - min.x());
PRECISION_TYPE Y = std::abs(max.y() - min.y());
PRECISION_TYPE Z = std::abs(max.z() - min.z());
return X > Y && X > Z ? X : Y > Z ? Y : Z;
}
std::vector<AABB> AABB::splitByLongestAxis() const {
PRECISION_TYPE X = std::abs(max.x() - min.x());
PRECISION_TYPE Y = std::abs(max.y() - min.y());
PRECISION_TYPE Z = std::abs(max.z() - min.z());
if (X > Y && X > Z) {
PRECISION_TYPE x2 = X/2.0;
} else if (Y > Z) {
} else {
}
}
}

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@ -59,6 +59,7 @@ namespace Raytracing {
// if the material scatters the ray, ie casts a new one, // if the material scatters the ray, ie casts a new one,
if (scatterResults.scattered) // attenuate the recursive raycast by the material's color if (scatterResults.scattered) // attenuate the recursive raycast by the material's color
return scatterResults.attenuationColor * raycast(scatterResults.newRay, depth + 1); return scatterResults.attenuationColor * raycast(scatterResults.newRay, depth + 1);
tlog << "Not scattered? " << object->getMaterial();
return {0,0,0}; return {0,0,0};
} }

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@ -3,8 +3,62 @@
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved. * Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/ */
#include <util/models.h> #include <util/models.h>
#include <fstream>
#include <ios>
Raytracing::ModelData Raytracing::OBJLoader::loadModel(std::string file) { Raytracing::ModelData Raytracing::OBJLoader::loadModel(std::string file) {
std::ifstream modelFile;
return Raytracing::ModelData(); modelFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
modelFile.open(file);
std::stringstream modelSource;
// read the entire file into a string
modelSource << modelFile.rdbuf();
modelFile.close();
std::string modelUnprocessedSource = modelSource.str();
auto lines = String::split(modelUnprocessedSource, "\n");
ilog << "Loading of model file " << file << " complete! Now processing " << lines.size() << " lines.\n";
ModelData data;
for (const auto& line : lines){
auto spaces = String::split(line, " ");
if (line.starts_with("v ")) { // vertex
data.vertices.emplace_back(std::stof(spaces[1]), std::stof(spaces[2]), std::stof(spaces[3]));
} else if (line.starts_with("vt ")){ // uv
data.uvs.emplace_back(std::stof(spaces[1]), std::stof(spaces[2]), 0);
} else if (line.starts_with("vn ")){ // normal
data.normals.emplace_back(std::stof(spaces[1]), std::stof(spaces[2]), std::stof(spaces[3]));
} else if (line.starts_with("f ")){ // face
// we've reached the faces, we'll need to process them later.
auto t1 = String::split(spaces[1], "/");
auto t2 = String::split(spaces[2], "/");
auto t3 = String::split(spaces[3], "/");
face f {};
// obj files are 1 indexed,
// but arrays are 0 indexed,
// must be transformed.
f.v1 = std::stoi(t1[0])-1;
f.v2 = std::stoi(t2[0])-1;
f.v3 = std::stoi(t3[0])-1;
f.uv1 = std::stoi(t1[1])-1;
f.uv2 = std::stoi(t2[1])-1;
f.uv3 = std::stoi(t3[1])-1;
f.n1 = std::stoi(t1[2])-1;
f.n2 = std::stoi(t2[2])-1;
f.n3 = std::stoi(t3[2])-1;
data.faces.push_back(f);
}
}
ilog << "Completed extracting vertex data from model file " << file << "!\n";
return data;
} }

View File

@ -96,8 +96,9 @@ namespace Raytracing {
return {shouldReflect, Ray{hitData.hitPoint, newRay + Raycaster::randomUnitVector() * fuzzyness}, getBaseColor()}; return {shouldReflect, Ray{hitData.hitPoint, newRay + Raycaster::randomUnitVector() * fuzzyness}, getBaseColor()};
} }
HitData TriangleObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const { static HitData checkIfTriangleGotHit(Triangle theTriangle, vec4 position, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
// MöllerTrumbore intersection algorithm // MöllerTrumbore intersection algorithm
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
vec4 edge1, edge2, h, s, q; vec4 edge1, edge2, h, s, q;
PRECISION_TYPE a, f, u, v; PRECISION_TYPE a, f, u, v;
edge1 = (theTriangle.vertex2 + position) - (theTriangle.vertex1 + position); edge1 = (theTriangle.vertex2 + position) - (theTriangle.vertex1 + position);
@ -127,7 +128,8 @@ namespace Raytracing {
// ray intersects // ray intersects
vec4 rayIntersectionPoint = ray.along(t); vec4 rayIntersectionPoint = ray.along(t);
vec4 normal; vec4 normal;
if (theTriangle.hasNormals) // TODO: deal with n2 and n3 // normal = theTriangle.findClosestNormal(rayIntersectionPoint - position);
if (theTriangle.hasNormals) // returning the closest normal is extra computation when n1 would likely be fine.
normal = theTriangle.normal1; normal = theTriangle.normal1;
else { else {
// standard points to normal algorithm but using already computed edges // standard points to normal algorithm but using already computed edges
@ -138,4 +140,18 @@ namespace Raytracing {
} }
return {false, vec4(), vec4(), 0}; return {false, vec4(), vec4(), 0};
} }
HitData TriangleObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
return checkIfTriangleGotHit(theTriangle, position, ray, min, max);
}
HitData ModelObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
auto hResult = HitData{false, vec4(), vec4(), max};
for (const Triangle& t : triangles) {
auto cResult = checkIfTriangleGotHit(t, position, ray, min, hResult.length);
if (cResult.hit)
hResult = cResult;
}
return hResult;
}
} }