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2/cmake-build-debug/.cmake/api/v1/reply/codemodel-v2-ca2b9c3b4517daeec0b9.json rename to Step 2/cmake-build-debug/.cmake/api/v1/reply/codemodel-v2-a2642f372b53573ff793.json index 7df6fc1..c92f1df 100644 --- a/Step 2/cmake-build-debug/.cmake/api/v1/reply/codemodel-v2-ca2b9c3b4517daeec0b9.json +++ b/Step 2/cmake-build-debug/.cmake/api/v1/reply/codemodel-v2-a2642f372b53573ff793.json @@ -39,7 +39,7 @@ { "directoryIndex" : 0, "id" : "Step_2::@6890427a1f51a3e7e1df", - "jsonFile" : "target-Step_2-Debug-b0871e2c8ceabdb41cb5.json", + "jsonFile" : "target-Step_2-Debug-111f8a3ac278f773e1d4.json", "name" : "Step_2", "projectIndex" : 0 } diff --git a/Step 2/cmake-build-debug/.cmake/api/v1/reply/index-2022-10-19T00-05-28-0862.json b/Step 2/cmake-build-debug/.cmake/api/v1/reply/index-2022-10-19T19-40-18-0585.json similarity index 93% rename from Step 2/cmake-build-debug/.cmake/api/v1/reply/index-2022-10-19T00-05-28-0862.json rename to Step 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-std=gnu++20 INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 2/include" OBJECT_DIR = CMakeFiles/Step_2.dir OBJECT_FILE_DIR = CMakeFiles/Step_2.dir/src/util - TARGET_COMPILE_PDB = CMakeFiles/Step_2.dir/ - TARGET_PDB = Step_2.pdb build CMakeFiles/Step_2.dir/src/world.cpp.o: CXX_COMPILER__Step_2_Release /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 2/src/world.cpp || cmake_object_order_depends_target_Step_2 DEP_FILE = CMakeFiles/Step_2.dir/src/world.cpp.o.d - FLAGS = -O3 -DNDEBUG -std=gnu++20 + FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20 INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 2/include" OBJECT_DIR = CMakeFiles/Step_2.dir OBJECT_FILE_DIR = CMakeFiles/Step_2.dir/src - TARGET_COMPILE_PDB = CMakeFiles/Step_2.dir/ - TARGET_PDB = Step_2.pdb # ============================================================================= @@ -139,13 +121,12 @@ build CMakeFiles/Step_2.dir/src/world.cpp.o: CXX_COMPILER__Step_2_Release /home/ # Link the executable 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--regenerate-during-build -S"/home/brett/Documents/Brock/CS 3P93/Project/Step 2" -B"/home/brett/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-release" + COMMAND = cd "/home/brett/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-release" && /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/bin/cmake --regenerate-during-build -S"/home/brett/Documents/Brock/CS 3P93/Project/Step 2" -B"/home/brett/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-release" DESC = Running CMake to regenerate build system... pool = console restat = 1 @@ -191,14 +172,14 @@ build all: phony Step_2 ############################################# # Re-run CMake if any of its inputs changed. -build build.ninja: RERUN_CMAKE | /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 2/CMakeLists.txt /usr/share/cmake-3.24/Modules/CMakeCCompiler.cmake.in /usr/share/cmake-3.24/Modules/CMakeCCompilerABI.c /usr/share/cmake-3.24/Modules/CMakeCInformation.cmake /usr/share/cmake-3.24/Modules/CMakeCXXCompiler.cmake.in 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2/include/math/colliders.h index 52cd594..258ce44 100644 --- a/Step 2/include/math/colliders.h +++ b/Step 2/include/math/colliders.h @@ -9,7 +9,7 @@ #include namespace Raytracing { - // 3D Axis Aligned Bounding Box + // 3D Axis Aligned Bounding Box for use in a BVH class AABB { protected: Vec4 min; diff --git a/Step 2/include/math/vectors.h b/Step 2/include/math/vectors.h index 574cb86..2b130c0 100644 --- a/Step 2/include/math/vectors.h +++ b/Step 2/include/math/vectors.h @@ -6,185 +6,323 @@ #ifndef STEP_2_VECTORS_H #define STEP_2_VECTORS_H -// this is a big TODO: add AVX2 instructions to vector class, AVX512 isn't supported on my CPU. -#define USE_SIMD_CPU +// AVX512 isn't supported on my CPU. We will use AVX2 since it is supported by most modern CPUs +// THIS IS CURRENTLY BROKEN. DO NOT USE. it's a great idea, but I've run out of time to debug this. Will be in step 3 +//#define USE_SIMD_CPU #ifdef USE_SIMD_CPU + #include + #endif #include #include "util/std.h" namespace Raytracing { - + // when running on the CPU it's fine to be a double // Your CPU may be faster with floats. // but if we move to the GPU it has to be a float. // since GPUs generally are far more optimized for floats // If using AVX or other SIMD instructions it should be double, only to fit into 256bits. - + // TODO would be to add support for 128bit AVX vectors. + #ifdef USE_SIMD_CPU - // don't change this. - typedef double PRECISION_TYPE; - - class Vec4 { - private: - __m128 VectorValues; - public: - Vec4(): VectorValues{_mm256_set_pd(0.0, 0.0, 0.0, 0.0)} {} - Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z): VectorValues{x, y, z, 0} {} - Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE w): VectorValues{x, y, z, w} {} - Vec4(const Vec4& vec): VectorValues{vec.x(), vec.y(), vec.z(), vec.w()} {} - } - #elif - // change this if you want - typedef double PRECISION_TYPE; - - class Vec4 { - private: - union xType { - PRECISION_TYPE x; - PRECISION_TYPE r; - }; - union yType { - PRECISION_TYPE y; - PRECISION_TYPE g; - }; - union zType { - PRECISION_TYPE z; - PRECISION_TYPE b; - }; - union wType { - PRECISION_TYPE w; - PRECISION_TYPE a; - }; - - struct valueType { - xType v1; - yType v2; - zType v3; - wType v4; - }; - // isn't much of a reason to do it this way - // beyond I wanted an explicit immutable vector type of length 4 - // that could be used as both x,y,z + w? and rgba - // it's unlikely that we'll need to use the w component - // but it helps better line up with the GPU - // and floating point units (especially on GPUs) tend to be aligned to 4*sizeof(float) - valueType value; - public: - Vec4(): value{0, 0, 0, 0} {} - Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z): value{x, y, z, 0} {} - Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE w): value{x, y, z, w} {} - 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; } - - [[nodiscard]] inline PRECISION_TYPE z() const { return value.v3.z; } - - [[nodiscard]] inline PRECISION_TYPE w() const { return value.v4.w; } - - [[nodiscard]] inline PRECISION_TYPE r() const { return value.v1.r; } - - [[nodiscard]] inline PRECISION_TYPE g() const { return value.v2.g; } - - [[nodiscard]] inline PRECISION_TYPE b() const { return value.v3.b; } - - [[nodiscard]] inline PRECISION_TYPE a() const { return value.v4.a; } - - // negation operator - Vec4 operator-() const { return {-x(), -y(), -z(), -w()}; } - - [[nodiscard]] inline PRECISION_TYPE magnitude() const { - return sqrt(lengthSquared()); - } - - [[nodiscard]] inline PRECISION_TYPE lengthSquared() const { - return x() * x() + y() * y() + z() * z() + w() * w(); - } - - // 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 - PRECISION_TYPE operator+() const { - return magnitude(); - } - - // preforms 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. - 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(), - left.x() * right.y() - left.y() * right.x()}; - } - + // don't change this. (working on a float version) + typedef double PRECISION_TYPE; + + union AVXConvert { + struct { + double _x, _y, _z, _w; }; + __m256d avxData; + }; + + class Vec4 { + private: + // makes it easy to convert between AVX and double data types. + union { + struct { + double _x, _y, _z, _w; + }; + __m256d avxData; + }; + + // finally a use for friend! + friend Vec4 operator+(const Vec4& left, const Vec4& right); + friend Vec4 operator-(const Vec4& left, const Vec4& right); + friend Vec4 operator*(const Vec4& left, const Vec4& right); + friend Vec4 operator/(const Vec4& left, const Vec4& right); + public: + + Vec4(): avxData{_mm256_set_pd(0.0, 0.0, 0.0, 0.0)} {} + Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z): avxData{_mm256_set_pd(x, y, z, 0)} {} + Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE w): avxData{_mm256_set_pd(x, y, z, w)} {} + Vec4(const Vec4& vec): avxData{_mm256_set_pd(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 _x; } + + [[nodiscard]] inline PRECISION_TYPE y() const { return _y; } + + [[nodiscard]] inline PRECISION_TYPE z() const { return _z; } + + [[nodiscard]] inline PRECISION_TYPE w() const { return _w; } + + [[nodiscard]] inline PRECISION_TYPE r() const { return _x; } + + [[nodiscard]] inline PRECISION_TYPE g() const { return _y; } + + [[nodiscard]] inline PRECISION_TYPE b() const { return _z; } + + [[nodiscard]] inline PRECISION_TYPE a() const { return _w; } + + // negation operator + Vec4 operator-() const { return {-x(), -y(), -z(), -w()}; } + + [[nodiscard]] inline PRECISION_TYPE magnitude() const { + return sqrt(lengthSquared()); + } + + [[nodiscard]] inline PRECISION_TYPE lengthSquared() const { + return Vec4::dot(*this, *this); + } + + // 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 + PRECISION_TYPE operator+() const { + return magnitude(); + } + + // preforms the dot product of left * right + static inline PRECISION_TYPE dot(const Vec4& left, const Vec4& right) { + // multiply the elements of the vectors + __m256d mul = _mm256_mul_pd(left.avxData, right.avxData); + // horizontal add. element 0 and 2 (or 1 and 3) contain the results which we must scalar add. + __m256d sum = _mm256_hadd_pd(mul, mul); + AVXConvert conv {}; + conv.avxData = sum; + // boom! dot product. much easier than cross + return conv._x + conv._y; + } + + // 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. + static inline Vec4 cross(const Vec4& left, const Vec4& right) { + // shuffle left values for alignment with the cross algorithm + // (read the shuffle selector from right to left) takes the y and places it in the first element of the resultant vector + // takes the z and places it in the second element of the vector + // takes the x element and places it in the 3rd element of the vector + // and then the w element in the last element of the vector + // creating the alignment {left.y(), left.z(), left.x(), left.w()} (as seen in the cross algorithm + __m256d leftLeftShuffle = _mm256_shuffle_pd(left.avxData, left.avxData, _MM_SHUFFLE(3,0,2,1)); + // same thing but produces {right.z(), right.x(), right.y(), right.w()} + __m256d rightLeftShuffle = _mm256_shuffle_pd(right.avxData, right.avxData, _MM_SHUFFLE(3,1,0,2)); + // multiply to do the first step of the cross process + __m256d multiLeft = _mm256_mul_pd(leftLeftShuffle, rightLeftShuffle); + // now we have to do the right side multiplications + // {left.z(), left.x(), left.y(), left.w()} + __m256d leftRightShuffle = _mm256_shuffle_pd(left.avxData, left.avxData, _MM_SHUFFLE(3,1,0,2)); + // {right.y(), right.z(), right.x(), right.w()} + __m256d rightRightShuffle = _mm256_shuffle_pd(right.avxData, right.avxData, _MM_SHUFFLE(3,0,2,1)); + // multiply the right sides of the subtraction sign + __m256d multiRight = _mm256_mul_pd(leftRightShuffle, rightRightShuffle); + // then subtract to produce the cross product + __m256d subs = _mm256_sub_pd(multiLeft, multiRight); + // yes this looks a lot more complicated, but it should be faster! + AVXConvert conv {}; + conv.avxData = subs; + return {conv._x, conv._y, conv._z, conv._w}; + } + }; + + // adds the two vectors left and right + inline Vec4 operator+(const Vec4& left, const Vec4& right) { + __m256d added = _mm256_add_pd(left.avxData, right.avxData); + AVXConvert conv {}; + conv.avxData = added; + return {conv._x, conv._y, conv._z, conv._w}; + } + + // subtracts the right vector from the left. + inline Vec4 operator-(const Vec4& left, const Vec4& right) { + __m256d subbed = _mm256_sub_pd(left.avxData, right.avxData); + AVXConvert conv {}; + conv.avxData = subbed; + return {conv._x, conv._y, conv._z, conv._w}; + } + + // multiples the left with the right + inline Vec4 operator*(const Vec4& left, const Vec4& right) { + __m256d multiplied = _mm256_mul_pd(left.avxData, right.avxData); + AVXConvert conv {}; + conv.avxData = multiplied; + return {conv._x, conv._y, conv._z, conv._w}; + } + + // divides each element individually + inline Vec4 operator/(const Vec4& left, const Vec4& right) { + __m256d dived = _mm256_div_pd(left.avxData, right.avxData); + AVXConvert conv {}; + conv.avxData = dived; + return {conv._x, conv._y, conv._z, conv._w}; + } + + #else + // change this if you want + typedef double PRECISION_TYPE; - // Utility Functions + class Vec4 { + private: + union xType { + PRECISION_TYPE x; + PRECISION_TYPE r; + }; + union yType { + PRECISION_TYPE y; + PRECISION_TYPE g; + }; + union zType { + PRECISION_TYPE z; + PRECISION_TYPE b; + }; + union wType { + PRECISION_TYPE w; + PRECISION_TYPE a; + }; - // useful for printing out the vector to stdout - inline std::ostream& operator<<(std::ostream& out, const Vec4& v) { - return out << "Vec4{" << v.x() << ", " << v.y() << ", " << v.z() << ", " << v.w() << "} "; - } + struct valueType { + xType v1; + yType v2; + zType v3; + 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. + valueType value; + public: + Vec4(): value{0, 0, 0, 0} {} + Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z): value{x, y, z, 0} {} + Vec4(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE w): value{x, y, z, w} {} + Vec4(const Vec4& vec): value{vec.x(), vec.y(), vec.z(), vec.w()} {} - // adds the two vectors left and right - inline Vec4 operator+(const Vec4& left, const Vec4& right) { - return {left.x() + right.x(), left.y() + right.y(), left.z() + right.z(), left.w() + right.w()}; - } - // subtracts the right vector from the left. - inline Vec4 operator-(const Vec4& left, const Vec4& right) { - return {left.x() - right.x(), left.y() - right.y(), left.z() - right.z(), left.w() - right.w()}; - } + // most of the modern c++ here is because clang tidy was annoying me + [[nodiscard]] inline PRECISION_TYPE x() const { return value.v1.x; } - // multiples the left with the right - inline Vec4 operator*(const Vec4& left, const Vec4& right) { - return {left.x() * right.x(), left.y() * right.y(), left.z() * right.z(), left.w() * right.w()}; - } + [[nodiscard]] inline PRECISION_TYPE y() const { return value.v2.y; } - // divides each element individually - inline Vec4 operator/(const Vec4& left, const Vec4& right) { - return {left.x() / right.x(), left.y() / right.y(), left.z() / right.z(), left.w() / right.w()}; - } + [[nodiscard]] inline PRECISION_TYPE z() const { return value.v3.z; } - // multiplies the const c with each element in the vector v - inline Vec4 operator*(const PRECISION_TYPE c, const Vec4& v) { - return {c * v.x(), c * v.y(), c * v.z(), c * v.w()}; - } + [[nodiscard]] inline PRECISION_TYPE w() const { return value.v4.w; } - // same as above but for right sided constants - inline Vec4 operator*(const Vec4& v, PRECISION_TYPE c) { - return c * v; - } + [[nodiscard]] inline PRECISION_TYPE r() const { return value.v1.r; } - // divides the vector by the constant c - inline Vec4 operator/(const Vec4& v, PRECISION_TYPE c) { - return {v.x() / c, v.y() / c, v.z() / c, v.w() / c}; - } + [[nodiscard]] inline PRECISION_TYPE g() const { return value.v2.g; } - // divides each element in the vector by over the constant - inline Vec4 operator/(PRECISION_TYPE c, const Vec4& v) { - return {c / v.x(), c / v.y(), c / v.z(), c / v.w()}; - } + [[nodiscard]] inline PRECISION_TYPE b() const { return value.v3.b; } + + [[nodiscard]] inline PRECISION_TYPE a() const { return value.v4.a; } + + // negation operator + Vec4 operator-() const { return {-x(), -y(), -z(), -w()}; } + + [[nodiscard]] inline PRECISION_TYPE magnitude() const { + return sqrt(lengthSquared()); + } + + [[nodiscard]] inline PRECISION_TYPE lengthSquared() const { + return x() * x() + y() * y() + z() * z() + w() * w(); + } + + // 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 + PRECISION_TYPE operator+() const { + return magnitude(); + } + + // preforms 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. + 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(), + left.x() * right.y() - left.y() * right.x()}; + } + + }; + +// Utility Functions + + // adds the two vectors left and right + inline Vec4 operator+(const Vec4& left, const Vec4& right) { + return {left.x() + right.x(), left.y() + right.y(), left.z() + right.z(), left.w() + right.w()}; + } + + // subtracts the right vector from the left. + inline Vec4 operator-(const Vec4& left, const Vec4& right) { + return {left.x() - right.x(), left.y() - right.y(), left.z() - right.z(), left.w() - right.w()}; + } + + // multiples the left with the right + inline Vec4 operator*(const Vec4& left, const Vec4& right) { + return {left.x() * right.x(), left.y() * right.y(), left.z() * right.z(), left.w() * right.w()}; + } + + // divides each element individually + inline Vec4 operator/(const Vec4& left, const Vec4& right) { + return {left.x() / right.x(), left.y() / right.y(), left.z() / right.z(), left.w() / right.w()}; + } + #endif - + + // none of these can be vectorized with AVX instructions + + // useful for printing out the vector to stdout + inline std::ostream& operator<<(std::ostream& out, const Vec4& v) { + return out << "Vec4{" << v.x() << ", " << v.y() << ", " << v.z() << ", " << v.w() << "} "; + } + + // multiplies the const c with each element in the vector v + inline Vec4 operator*(const PRECISION_TYPE c, const Vec4& v) { + return {c * v.x(), c * v.y(), c * v.z(), c * v.w()}; + } + + // same as above but for right sided constants + inline Vec4 operator*(const Vec4& v, PRECISION_TYPE c) { + return c * v; + } + + // divides the vector by the constant c + inline Vec4 operator/(const Vec4& v, PRECISION_TYPE c) { + return {v.x() / c, v.y() / c, v.z() / c, v.w() / c}; + } + + // divides each element in the vector by over the constant + inline Vec4 operator/(PRECISION_TYPE c, const Vec4& v) { + return {c / v.x(), c / v.y(), c / v.z(), c / v.w()}; + } + class Ray { private: // the starting point for our ray @@ -194,24 +332,24 @@ namespace Raytracing { Vec4 inverseDirection; public: Ray(const Vec4& start, const Vec4& direction): start(start), direction(direction), inverseDirection(1 / direction) {} - + [[nodiscard]] Vec4 getStartingPoint() const { return start; } - + [[nodiscard]] Vec4 getDirection() const { return direction; } - + // not always needed, but it's good to not have to calculate the inverse inside the intersection // as that would be very every AABB, and that is expensive - [[nodiscard]] Vec4 getInverseDirection() const {return inverseDirection; } - + [[nodiscard]] Vec4 getInverseDirection() const { return inverseDirection; } + // returns a point along the ray, extended away from start by the length. [[nodiscard]] inline Vec4 along(PRECISION_TYPE length) const { return start + length * direction; } - + }; - + inline std::ostream& operator<<(std::ostream& out, const Ray& v) { return out << "Ray{" << v.getStartingPoint() << " " << v.getDirection() << "} "; } - + } #endif //STEP_2_VECTORS_H diff --git a/Step 2/include/raytracing.h b/Step 2/include/raytracing.h index 0409226..4c1a0ef 100644 --- a/Step 2/include/raytracing.h +++ b/Step 2/include/raytracing.h @@ -35,10 +35,15 @@ namespace Raytracing { public: Camera(PRECISION_TYPE fov, const Image& image): image(image), aspectRatio(double(image.getWidth()) / double(image.getHeight())) { + // scale the viewport height based on the camera's FOV viewportHeight = (2.0 * tan(degreeeToRadian(fov) / 2)); + // with must respect the aspect ratio of the image, otherwise we'd get funky results viewportWidth = (aspectRatio * viewportHeight); + // horizontal direction from the camera. used to translate the camera horizontalAxis = (Vec4{viewportWidth, 0, 0, 0}); + // virtual direction, also used to translate the camera verticalAxis = (Vec4{0, viewportHeight, 0, 0}); + // lower left of the camera's view port. used to project our vectors from image space to world space imageOrigin = (position - horizontalAxis / 2 - verticalAxis / 2 - Vec4(0, 0, focalLength, 0)); tlog << viewportHeight << "\n"; diff --git a/Step 2/cmake-build-release/cube.obj b/Step 2/resources/cube.obj similarity index 100% rename from Step 2/cmake-build-release/cube.obj rename to Step 2/resources/cube.obj diff --git a/Step 2/cmake-build-release/cubeflipped.obj b/Step 2/resources/cubeflipped.obj similarity index 100% rename from Step 2/cmake-build-release/cubeflipped.obj rename to Step 2/resources/cubeflipped.obj diff --git a/Step 2/cmake-build-release/house.obj b/Step 2/resources/house.obj similarity index 100% rename from Step 2/cmake-build-release/house.obj rename to Step 2/resources/house.obj diff --git a/Step 2/resources/plane.mtl b/Step 2/resources/plane.mtl new file mode 100644 index 0000000..9b8de8c --- /dev/null +++ b/Step 2/resources/plane.mtl @@ -0,0 +1,2 @@ +# Blender 3.3.1 MTL File: 'None' +# www.blender.org diff --git a/Step 2/resources/plane.obj b/Step 2/resources/plane.obj new file mode 100644 index 0000000..fa440c2 --- /dev/null +++ b/Step 2/resources/plane.obj @@ -0,0 +1,16 @@ +# Blender 3.3.1 +# www.blender.org +mtllib plane.mtl +o Plane +v 0.000001 -8.781555 -9.817993 +v -0.000000 -8.781555 9.817993 +v 0.000000 8.781555 -9.817993 +v -0.000001 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 2/cmake-build-release/spider.obj b/Step 2/resources/spider.obj similarity index 100% rename from Step 2/cmake-build-release/spider.obj rename to Step 2/resources/spider.obj diff --git a/Step 2/src/image/image.cpp b/Step 2/src/image/image.cpp index 5fae637..aec3518 100644 --- a/Step 2/src/image/image.cpp +++ b/Step 2/src/image/image.cpp @@ -71,10 +71,10 @@ namespace Raytracing { // stride here isn't clearly defined in the docs for some reason, // but it's just the image's width times the number of channels stbi_write_png(fullFile.c_str(), image.getWidth(), image.getHeight(), 3, data, image.getWidth() * 3); - } else if (lowerExtension.ends_with("jpg")) { + } else if (lowerExtension.ends_with("jpg") || lowerExtension.ends_with("jpeg")) { stbi_write_jpg(fullFile.c_str(), image.getWidth(), image.getHeight(), 3, data, 90); } else - throw std::runtime_error("Invalid format! Please use ppm, png, or jpg"); + throw std::runtime_error("Invalid format! Please use bmp, png, or jpg"); } else { // the TODO: here is to check if HDR is in [0,1] or if we need to transform the value. float data[image.getWidth() * image.getHeight() * 3]; diff --git a/Step 2/src/main.cpp b/Step 2/src/main.cpp index 95aada5..4352e38 100644 --- a/Step 2/src/main.cpp +++ b/Step 2/src/main.cpp @@ -33,7 +33,18 @@ int main(int argc, char** args) { parser.addOption("--output", "Output Directory\n" "\tSet the output directory for the rendered image. Defaults to the local directory.\n", "./"); parser.addOption("--format", "Output Format\n" - "\tSets the output format to PPM, PNG, or JPEG. ", "PNG"); + "\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", "910"); + parser.addOption("-h", "Image Height\n" + "\tSets the height of the output image.\n", "512"); + parser.addOption("--fov", "Camera FOV\n" + "\tSets the FOV used to render the camera.\n", "90"); + parser.addOption("--resources", "Resources Directory\n" + "\tSets the directory where the resources are stored.\n" + "\tThis can be relative.Must have trailing '/' \n", "../resources/"); + // disabled because don't currently have a way to parse vectors. TODO + //parser.addOption("--position", "Camera Position\n\tSets the position used to render the scene with the camera.\n", "{0, 0, 0}"); // if the parser returns non-zero then it wants us to stop execution // likely due to a help function being called. @@ -45,17 +56,19 @@ int main(int argc, char** args) { parser.printAllInInfo(); //Raytracing::Image image(445, 256); - Raytracing::Image image(910, 512); + Raytracing::Image image(std::stoi(parser.getOptionValue("-w")), std::stoi(parser.getOptionValue("-h"))); - Raytracing::Camera camera(90, image); + Raytracing::Camera camera(std::stoi(parser.getOptionValue("--fov")), image); //camera.setPosition({0, 0, 1}); - camera.lookAt({2,2,-2}, {0, 0, 0}, {0, 1, 0}); + camera.lookAt({6,5,6}, {0, 0, 0}, {0, 1, 0}); Raytracing::World world; Raytracing::OBJLoader loader; - Raytracing::ModelData spider = loader.loadModel("spider.obj"); - Raytracing::ModelData house = loader.loadModel("house.obj"); + // assumes you are running it from a subdirectory, "build" or "cmake-build-release", etc. + Raytracing::ModelData spider = loader.loadModel(parser.getOptionValue("--resources") + "spider.obj"); + Raytracing::ModelData house = loader.loadModel(parser.getOptionValue("--resources") + "house.obj"); + Raytracing::ModelData plane = loader.loadModel(parser.getOptionValue("--resources") + "plane.obj"); 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}}); @@ -71,10 +84,10 @@ int main(int argc, char** args) { world.add(new Raytracing::SphereObject({0,-100.5,-1,0}, 100, world.getMaterial("greenDiffuse"))); //world.add(new Raytracing::TriangleObject({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, 0}, spider, world.getMaterial("redDiffuse"))); - world.add(new Raytracing::ModelObject({2, 0, 0}, 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"))); + world.add(new Raytracing::ModelObject({-5, 0.5, 0}, plane, world.getMaterial("greenMetal"))); + world.add(new Raytracing::ModelObject({5, 1, 0}, house, world.getMaterial("redDiffuse"))); + world.add(new Raytracing::ModelObject({0, 0, -5}, house, world.getMaterial("blueDiffuse"))); + world.add(new Raytracing::ModelObject({0, 0, 5}, house, world.getMaterial("blueDiffuse"))); Raytracing::Raycaster raycaster {camera, image, world, parser}; diff --git a/Step 2/src/raytracing.cpp b/Step 2/src/raytracing.cpp index 71d3e01..9f06aca 100644 --- a/Step 2/src/raytracing.cpp +++ b/Step 2/src/raytracing.cpp @@ -59,7 +59,7 @@ namespace Raytracing { // if the material scatters the ray, ie casts a new one, if (scatterResults.scattered) // attenuate the recursive raycast by the material's color return scatterResults.attenuationColor * raycast(scatterResults.newRay, depth + 1); - tlog << "Not scattered? " << object->getMaterial(); + //tlog << "Not scattered? " << object->getMaterial() << "\n"; return {0,0,0}; } diff --git a/Step 2/src/world.cpp b/Step 2/src/world.cpp index 24a0a07..18fd863 100644 --- a/Step 2/src/world.cpp +++ b/Step 2/src/world.cpp @@ -135,6 +135,7 @@ namespace Raytracing { static HitData checkIfTriangleGotHit(const Triangle& theTriangle, const Vec4& position, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) { // Möller–Trumbore intersection algorithm + // https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection // https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm Vec4 edge1, edge2, h, s, q; PRECISION_TYPE a, f, u, v; @@ -185,22 +186,14 @@ namespace Raytracing { HitData ModelObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const { auto hResult = HitData{false, Vec4(), Vec4(), max}; + // must check through all the triangles in the object + // respecting depth along the way + // but reducing the max it can reach my the last longest vector length. for (const Triangle& t : triangles) { auto cResult = checkIfTriangleGotHit(t, position, ray, min, hResult.length); if (cResult.hit) hResult = cResult; } - // 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);