bug fishes

main
Brett 2022-10-19 00:43:16 -04:00
parent 32ad30592c
commit 637405c5b5
52 changed files with 1738 additions and 35 deletions

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Start testing: Oct 18 22:52 EDT
Start testing: Oct 18 23:42 EDT
----------------------------------------------------------
End testing: Oct 18 22:52 EDT
End testing: Oct 18 23:42 EDT

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Start testing: Oct 19 00:41 EDT
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End testing: Oct 19 00:41 EDT

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vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -1.0000 -0.0000
vn -0.0000 1.0000 -0.0000
vt 0.375000 0.000000
vt 0.375000 1.000000
vt 0.125000 0.750000
vt 0.625000 0.000000
vt 0.625000 1.000000
vt 0.875000 0.750000
vt 0.125000 0.500000
vt 0.375000 0.250000
vt 0.625000 0.250000
vt 0.875000 0.500000
vt 0.375000 0.750000
vt 0.625000 0.750000
vt 0.375000 0.500000
vt 0.625000 0.500000
s 0
f 34/60/25 35/64/25 33/57/25
f 36/65/26 39/69/26 35/64/26
f 40/70/27 37/67/27 39/69/27
f 38/68/28 33/58/28 37/67/28
f 39/69/29 33/59/29 35/63/29
f 36/66/30 38/68/30 40/70/30
f 34/60/25 36/65/25 35/64/25
f 36/65/26 40/70/26 39/69/26
f 40/70/27 38/68/27 37/67/27
f 38/68/28 34/61/28 33/58/28
f 39/69/29 37/67/29 33/59/29
f 36/66/30 34/62/30 38/68/30
o Cube.005
v 0.787552 -0.090162 -0.227981
v 0.787552 0.409838 -0.227981
v 0.787552 -0.090162 -0.727981
v 0.787552 0.409838 -0.727981
v 0.836243 -0.090162 -0.227981
v 0.836243 0.409838 -0.227981
v 0.836243 -0.090162 -0.727981
v 0.836243 0.409838 -0.727981
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -1.0000 -0.0000
vn -0.0000 1.0000 -0.0000
vt 0.375000 0.000000
vt 0.375000 1.000000
vt 0.125000 0.750000
vt 0.625000 0.000000
vt 0.625000 1.000000
vt 0.875000 0.750000
vt 0.125000 0.500000
vt 0.375000 0.250000
vt 0.625000 0.250000
vt 0.875000 0.500000
vt 0.375000 0.750000
vt 0.625000 0.750000
vt 0.375000 0.500000
vt 0.625000 0.500000
s 0
f 42/74/31 43/78/31 41/71/31
f 44/79/32 47/83/32 43/78/32
f 48/84/33 45/81/33 47/83/33
f 46/82/34 41/72/34 45/81/34
f 47/83/35 41/73/35 43/77/35
f 44/80/36 46/82/36 48/84/36
f 42/74/31 44/79/31 43/78/31
f 44/79/32 48/84/32 47/83/32
f 48/84/33 46/82/33 45/81/33
f 46/82/34 42/75/34 41/72/34
f 47/83/35 45/81/35 41/73/35
f 44/80/36 42/76/36 46/82/36

File diff suppressed because it is too large Load Diff

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@ -45,24 +45,25 @@ namespace Raytracing {
std::vector<Triangle> triangles;
ModelData& data;
// basically we have to store this crap here because c++ loves to copy stuff
std::vector<Object*> createdTreeObjects;
BVHTree* tree;
//std::vector<Object*> createdTreeObjects{};
//BVHTree* tree = nullptr;
public:
ModelObject(const Vec4& position, ModelData& data, Material* material): Object(material, position), data(data) {
// since all of this occurs before the main ray tracing algorithm it's fine to do sequentially
triangles = data.toTriangles();
this->aabb = data.aabb;
createdTreeObjects = Raytracing::ModelData::createBVHTree(triangles, position);
tree = new BVHTree(createdTreeObjects);
//createdTreeObjects = Raytracing::ModelData::createBVHTree(triangles, position);
//tree = new BVHTree(createdTreeObjects);
}
[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
virtual Object* clone() {
return new ModelObject(position, data, material);
}
virtual ~ModelObject() {
for (auto* p : createdTreeObjects)
delete(p);
delete(tree);
// Disabled for now, causing bugs when on release mode.
//for (auto* p : createdTreeObjects)
// delete(p);
//delete(tree);
}
};
@ -104,7 +105,7 @@ namespace Raytracing {
* saving on computation
*/
// TODO: the above todo has been done, now we need to test the performance advantage of the BVH
BVHTree* bvhTree = nullptr;
//BVHTree* bvhTree = nullptr;
std::unordered_map<std::string, Material*> materials;
public:
World() = default;

View File

@ -44,11 +44,12 @@ int main(int argc, char** args) {
// not perfect (contains duplicates) but good enough.
parser.printAllInInfo();
Raytracing::Image image(445, 256);
//Raytracing::Image image(445, 256);
Raytracing::Image image(910, 512);
Raytracing::Camera camera(90, image);
//camera.setPosition({0, 0, 1});
camera.lookAt(Raytracing::Vec4(-3,3,3), Raytracing::Vec4(0, 0, 0), Raytracing::Vec4(0, 1, 0));
camera.lookAt(Raytracing::Vec4(-2,2,2), Raytracing::Vec4(0, 0, 0), Raytracing::Vec4(0, 1, 0));
Raytracing::World world;
@ -66,17 +67,18 @@ int main(int argc, char** args) {
//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("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::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}, spider, world.getMaterial("redDiffuse")));
//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, 1, -1}, spider, world.getMaterial("redDiffuse")));
world.add(new Raytracing::ModelObject({2, 0, 0}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({5, 0, 0}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({5, 0, -5}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({-5, 5, 5}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({5, 5, -10}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({5, 0, -10}, house, world.getMaterial("blueDiffuse")));
world.add(new Raytracing::ModelObject({5, 5, 0}, house, world.getMaterial("blueDiffuse")));
Raytracing::Raycaster raycaster {camera, image, world, parser};
ilog << "Running raycaster!\n";
raycaster.run();
Raytracing::ImageOutput imageOutput(image);
@ -95,6 +97,7 @@ int main(int argc, char** args) {
timeString << now->tm_min;
timeString << ":";
timeString << now->tm_sec;
ilog << "Writing Image!\n";
imageOutput.write(parser.getOptionValue("--output") + timeString.str(), parser.getOptionValue("--format"));
return 0;

View File

@ -69,6 +69,7 @@ namespace Raytracing {
/*
* Sources for designing these various algorithms
* TODO: test these methods for performance
* https://www.realtimerendering.com/intersections.html
* https://web.archive.org/web/20090803054252/http://tog.acm.org/resources/GraphicsGems/gems/RayBox.c
* https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-box-intersection
@ -79,6 +80,7 @@ namespace Raytracing {
bool AABB::simpleSlabRayAABBMethod(const Ray& ray, PRECISION_TYPE tmin, PRECISION_TYPE tmax){
// branch less design
// adapted from 2d to fit our 3d scene.
// (turns out this is actually a pretty standard design, but could use some optimization)
PRECISION_TYPE tx1 = (min.x() - ray.getStartingPoint().x())*ray.getInverseDirection().x();
PRECISION_TYPE tx2 = (max.x() - ray.getStartingPoint().x())*ray.getInverseDirection().x();

View File

@ -63,8 +63,7 @@ namespace Raytracing {
return {0,0,0};
}
Vec4 dir = ray.getDirection().normalize();
auto t = 0.5f * (dir.y() + 1.0);
return (1.0 - t) * Vec4(1.0, 1.0, 1.0) + t * Vec4(0.5, 0.7, 1.0);
// skybox color
return {0.5, 0.7, 1.0};
}
}

View File

@ -13,6 +13,7 @@ Raytracing::ModelData Raytracing::OBJLoader::loadModel(std::string file) {
modelFile.open(file);
std::stringstream modelSource;
std::cout.flush();
// read the entire file into a string
modelSource << modelFile.rdbuf();

View File

@ -12,7 +12,7 @@ namespace Raytracing {
delete (p);
for (const auto& p: materials)
delete (p.second);
delete(bvhTree);
//delete(bvhTree);
}
HitData SphereObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
@ -57,7 +57,7 @@ namespace Raytracing {
}
std::pair<HitData, Object*> World::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
if (bvhTree != nullptr){
/*if (bvhTree != nullptr){
auto hResult = HitData{false, Vec4(), Vec4(), max};
Object* objPtr = nullptr;
@ -86,7 +86,7 @@ namespace Raytracing {
}
return {hResult, objPtr};
} else {
} else {*/
// rejection algo without using a binary space partitioning data structure
auto hResult = HitData{false, Vec4(), Vec4(), max};
Object* objPtr = nullptr;
@ -100,11 +100,11 @@ namespace Raytracing {
}
}
return {hResult, objPtr};
}
//}
}
void World::generateBVH() {
bvhTree = new BVHTree(objects);
//bvhTree = new BVHTree(objects);
}
ScatterResults DiffuseMaterial::scatter(const Ray& ray, const HitData& hitData) const {
@ -161,7 +161,8 @@ namespace Raytracing {
// At this stage we can compute t to find out where the intersection point is on the line.
PRECISION_TYPE t = f * Vec4::dot(edge2, q);
if (t > EPSILON) {
// keep t in reasonable bounds, ensuring we respect depth
if (t > EPSILON && t >= min && t <= max) {
// ray intersects
Vec4 rayIntersectionPoint = ray.along(t);
Vec4 normal;
@ -183,13 +184,24 @@ namespace Raytracing {
}
HitData ModelObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
/*auto hResult = HitData{false, Vec4(), Vec4(), max};
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;
}*/
auto hResult = HitData{false, Vec4(), Vec4(), max};
}
// if you've made it to this point this will be in the parallel step version
// I've run out of time to mess with this
// and I hate that he made this due in the middle of exam / assignment season
// it's really hard for me to get in there and obsess over this
// when i got 4 other classes cram-ing as much useless bullshit into the next week and a half for no reason other than
// "hahahahha I rambled about nonsense in class for the last few weeks let's test your knowledge with a tedious assignment!!! woooooo!!!!!"
// this is honestly the only good 3rd year class I've taken so far
// Only if I had more time. THINK OF THE GRAPHS I COULD'VE MADE!!!
// I had plans (and still do) to make graphs of every little performance bottleneck
// but it's impossible when you got all this stuff due, C++ decides it hates you and wants to segfault for dumb reasons, and the program takes 20 MINUTES TO RUN!
// would've been able to get the GUI stuff in and fix the BVH by visualizing the bounding boxes
/*auto hResult = HitData{false, Vec4(), Vec4(), max};
auto intersected = tree->rayIntersect(ray, min, max);
@ -200,7 +212,7 @@ namespace Raytracing {
auto cResult = checkIfTriangleGotHit(((EmptyObject*)(t))->tri, position, ray, min, hResult.length);
if (cResult.hit)
hResult = cResult;
}
}*/
return hResult;
}