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|
||||
s 0
|
||||
f 10/18/7 11/22/7 9/15/7
|
||||
f 12/23/8 15/27/8 11/22/8
|
||||
f 16/28/9 13/25/9 15/27/9
|
||||
f 14/26/10 9/16/10 13/25/10
|
||||
f 15/27/11 9/17/11 11/21/11
|
||||
f 12/24/12 14/26/12 16/28/12
|
||||
f 10/18/7 12/23/7 11/22/7
|
||||
f 12/23/8 16/28/8 15/27/8
|
||||
f 16/28/9 14/26/9 13/25/9
|
||||
f 14/26/10 10/19/10 9/16/10
|
||||
f 15/27/11 13/25/11 9/17/11
|
||||
f 12/24/12 10/20/12 14/26/12
|
||||
o Cube.002
|
||||
v -1.000000 0.433482 1.461952
|
||||
v -1.000000 0.546811 1.557046
|
||||
v -1.000000 1.719057 -0.070137
|
||||
v -1.000000 1.832386 0.024957
|
||||
v 1.000000 0.433482 1.461952
|
||||
v 1.000000 0.546811 1.557046
|
||||
v 1.000000 1.719057 -0.070137
|
||||
v 1.000000 1.832386 0.024957
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 0.6428 -0.7660
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.6428 0.7660
|
||||
vn -0.0000 -0.7660 -0.6428
|
||||
vn -0.0000 0.7660 0.6428
|
||||
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 18/32/13 19/36/13 17/29/13
|
||||
f 20/37/14 23/41/14 19/36/14
|
||||
f 24/42/15 21/39/15 23/41/15
|
||||
f 22/40/16 17/30/16 21/39/16
|
||||
f 23/41/17 17/31/17 19/35/17
|
||||
f 20/38/18 22/40/18 24/42/18
|
||||
f 18/32/13 20/37/13 19/36/13
|
||||
f 20/37/14 24/42/14 23/41/14
|
||||
f 24/42/15 22/40/15 21/39/15
|
||||
f 22/40/16 18/33/16 17/30/16
|
||||
f 23/41/17 21/39/17 17/31/17
|
||||
f 20/38/18 18/34/18 22/40/18
|
||||
o Cube.003
|
||||
v 0.787552 -0.999883 0.157434
|
||||
v 0.787552 -0.426687 0.157434
|
||||
v 0.787552 -0.999883 -0.157434
|
||||
v 0.787552 -0.426687 -0.157434
|
||||
v 0.836243 -0.999883 0.157434
|
||||
v 0.836243 -0.426687 0.157434
|
||||
v 0.836243 -0.999883 -0.157434
|
||||
v 0.836243 -0.426687 -0.157434
|
||||
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 26/46/19 27/50/19 25/43/19
|
||||
f 28/51/20 31/55/20 27/50/20
|
||||
f 32/56/21 29/53/21 31/55/21
|
||||
f 30/54/22 25/44/22 29/53/22
|
||||
f 31/55/23 25/45/23 27/49/23
|
||||
f 28/52/24 30/54/24 32/56/24
|
||||
f 26/46/19 28/51/19 27/50/19
|
||||
f 28/51/20 32/56/20 31/55/20
|
||||
f 32/56/21 30/54/21 29/53/21
|
||||
f 30/54/22 26/47/22 25/44/22
|
||||
f 31/55/23 29/53/23 25/45/23
|
||||
f 28/52/24 26/48/24 30/54/24
|
||||
o Cube.004
|
||||
v 0.787552 -0.090162 0.721031
|
||||
v 0.787552 0.409838 0.721031
|
||||
v 0.787552 -0.090162 0.221031
|
||||
v 0.787552 0.409838 0.221031
|
||||
v 0.836243 -0.090162 0.721031
|
||||
v 0.836243 0.409838 0.721031
|
||||
v 0.836243 -0.090162 0.221031
|
||||
v 0.836243 0.409838 0.221031
|
||||
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 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
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -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};
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|