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a/Step 2/include/image/image.h +++ b/Step 2/include/image/image.h @@ -19,6 +19,7 @@ namespace Raytracing { public: Image(int width, int height); Image(const Image &image); + Image(const Image&& image) = delete; inline void setPixelColor(int x, int y, const vec4 &color) { pixelData[(x * height) + y] = color; @@ -42,7 +43,7 @@ namespace Raytracing { class ImageOutput { private: - const Image& image; + Image image; public: explicit ImageOutput(const Image& image): image(image) {} virtual void write(const std::string& file, const std::string& formatExtension); diff --git a/Step 2/include/math/vectors.h b/Step 2/include/math/vectors.h index 9074712..0d639bc 100644 --- a/Step 2/include/math/vectors.h +++ b/Step 2/include/math/vectors.h @@ -77,10 +77,10 @@ namespace Raytracing { vec4 operator-() const { return {-x(), -y(), -z(), -w()}; } [[nodiscard]] inline PRECISION_TYPE magnitude() const { - return sqrt(length_squared()); + return sqrt(lengthSquared()); } - [[nodiscard]] inline PRECISION_TYPE length_squared() const { + [[nodiscard]] inline PRECISION_TYPE lengthSquared() const { return x() * x() + y() * y() + z() * z() + w() * w(); } @@ -99,8 +99,7 @@ namespace Raytracing { static inline PRECISION_TYPE dot(const vec4& left, const vec4& right) { return left.x() * right.x() + left.y() * right.y() - + left.z() * right.z() - + left.w() * right.w(); + + left.z() * right.z(); } // preforms the cross product of left X right diff --git a/Step 2/include/raytracing.h b/Step 2/include/raytracing.h new file mode 100644 index 0000000..3ad9903 --- /dev/null +++ b/Step 2/include/raytracing.h @@ -0,0 +1,103 @@ +/* + * Created by Brett Terpstra 6920201 on 16/10/22. + * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. + * + * The general class for all things raytracing! + */ + +#ifndef STEP_2_RAYTRACING_H +#define STEP_2_RAYTRACING_H + +#include +#include + +namespace Raytracing { + + class Ray { + private: + // the starting point for our ray + vec4 start; + // and the direction it is currently traveling + vec4 direction; + public: + Ray(const vec4& start, const vec4& direction): start(start), direction(direction) {} + + vec4 getStartingPoint() const { return start; } + + vec4 getDirection() const { return direction; } + + // returns a point along the ray, extended away from start by the length. + inline vec4 along(PRECISION_TYPE length) const { return start + length * direction; } + + }; + + class Camera { + private: + /* Image details */ + const Image image; + const PRECISION_TYPE aspectRatio; + + /* Camera details */ + PRECISION_TYPE viewportHeight; + PRECISION_TYPE viewportWidth; + PRECISION_TYPE focalLength = 1.0; + + vec4 position{0, 0, 0}; + vec4 horizontalAxis; + vec4 verticalAxis; + vec4 imageOrigin; + public: + Camera(PRECISION_TYPE fov, const Image& image): image(image), + aspectRatio(double(image.getWidth()) / double(image.getHeight())) { + viewportHeight = (2.0 * tan(degreeeToRadian(fov) / 2)); + viewportWidth = (aspectRatio * viewportHeight); + horizontalAxis = (vec4{viewportWidth, 0, 0, 0}); + verticalAxis = (vec4{0, viewportHeight, 0, 0}); + imageOrigin = (position - horizontalAxis / 2 - verticalAxis / 2 - vec4(0, 0, focalLength, 0)); + + tlog << viewportHeight << "\n"; + tlog << viewportWidth << "\n"; + tlog << "\n"; + tlog << horizontalAxis << "\n"; + tlog << verticalAxis << "\n"; + tlog << imageOrigin << "\n"; + + } + + Ray projectRay(PRECISION_TYPE x, PRECISION_TYPE y); + // makes the camera look at the lookatpos from the position p, with respects to the up direction up. (set to 0,1,0) + void lookAt(const vec4& pos, const vec4& lookAtPos, const vec4& up); + void setPosition(const vec4& pos) {this->position = pos;} + void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch, PRECISION_TYPE roll); + + }; + + class Object { + public: + 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}; + }; + // return true if the ray intersects with this object, only between min and max + virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) = 0; + }; + + class SphereObject : public Object { + private: + vec4 position; + PRECISION_TYPE radius; + + public: + SphereObject(const vec4& position, PRECISION_TYPE radius): position(position), radius(radius) {} + + virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max); + }; + +} +#endif //STEP_2_RAYTRACING_H diff --git a/Step 2/include/util/std.h b/Step 2/include/util/std.h index 4340cd7..818a761 100644 --- a/Step 2/include/util/std.h +++ b/Step 2/include/util/std.h @@ -35,6 +35,11 @@ /** * classes */ + +static inline double degreeeToRadian(double deg){ + return deg * 3.1415/180; +} + namespace Raytracing { class String { public: diff --git a/Step 2/src/main.cpp b/Step 2/src/main.cpp index 4dbda46..02d6efe 100644 --- a/Step 2/src/main.cpp +++ b/Step 2/src/main.cpp @@ -1,18 +1,25 @@ #include "util/std.h" #include "util/parser.h" #include "image/image.h" +#include /** * Brett Terpstra 6920201 - * Hello TA / Marker! Welcome to the mess that is C++! - * I'm still quite new to it (who isn't), and my laptop is setup - * differently from my main computer. You'll notice comments generated - * here are more detailed and very similar to Javadocs. - * Half the comments are just reminders to myself for when I come back to do the parallel stuff anyways. - * The formatting differences are also due to this, my computer is setup much nicer and closer to Java - * while my laptop is just stock clion. + * */ +Raytracing::vec4 getRayColor(const Raytracing::Ray& ray){ + Raytracing::SphereObject obj(Raytracing::vec4(0,0,-1,0), 0.5); + auto hit = obj.checkIfHit(ray, 0, 1000); + if (hit.hit) { + return 0.5*Raytracing::vec4(hit.normal.x()+1, hit.normal.y()+1, hit.normal.z()+1); + } + + Raytracing::vec4 dir = ray.getDirection().normalize(); + auto t = 0.5f * (dir.y() + 1.0); + return (1.0 - t) * Raytracing::vec4(1.0, 1.0, 1.0) + t * Raytracing::vec4(0.5, 0.7, 1.0); +} + int main(int argc, char** args) { // not a feature full parser but it'll work for what I need. Raytracing::Parser parser; @@ -47,13 +54,20 @@ int main(int argc, char** args) { // not perfect (contains duplicates) but good enough. parser.printAllInInfo(); - Raytracing::Image image(512, 512); + Raytracing::Image image(1366, 768); - + Raytracing::Camera camera(90, image); + camera.lookAt(Raytracing::vec4(0,2,0), Raytracing::vec4(0, 0, -1), Raytracing::vec4(0, 1, 0)); + + for (int i = 0; i < image.getWidth(); i++){ + for (int j = 0; j < image.getHeight(); j++){ + image.setPixelColor(i, j, getRayColor(camera.projectRay(i, j))); + } + } Raytracing::ImageOutput imageOutput(image); - imageOutput.write("test", "hdr"); + imageOutput.write("test", "png"); return 0; } diff --git a/Step 2/src/raytracing.cpp b/Step 2/src/raytracing.cpp new file mode 100644 index 0000000..85445c7 --- /dev/null +++ b/Step 2/src/raytracing.cpp @@ -0,0 +1,67 @@ +/* + * Created by Brett Terpstra 6920201 on 16/10/22. + * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. + */ +#include + +namespace Raytracing { + + Ray Camera::projectRay(PRECISION_TYPE x, PRECISION_TYPE y) { + // transform the x and y to points from image coords to be inside the camera's viewport. + double transformedX = (x / (image.getWidth() - 1)); + auto transformedY = (y / (image.getHeight() - 1)); + // then generate a ray which extends out from the camera position in the direction with respects to its position on the image + return {position, imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - position}; + } + + void Camera::lookAt(const vec4& pos, const vec4& lookAtPos, const vec4& up) { + // standard camera lookAt function + auto w = (pos - lookAtPos).normalize(); + auto u = (vec4::cross(up, w)).normalize(); + auto v = vec4::cross(w, u); + + position = pos; + horizontalAxis = viewportWidth * u; + verticalAxis = viewportHeight * v; + imageOrigin = position - horizontalAxis/2 - verticalAxis/2 - w; + } + + void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch, const PRECISION_TYPE roll) { + // TODO: + } + + Object::HitData SphereObject::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) { + PRECISION_TYPE radiusSquared = radius * radius; + // move the ray to be with respects to the sphere + vec4 RayWRTSphere = ray.getStartingPoint() - position; + // now determine the discriminant for the quadratic formula for the function of line sphere intercept + PRECISION_TYPE a = ray.getDirection().lengthSquared(); + PRECISION_TYPE b = Raytracing::vec4::dot(RayWRTSphere, ray.getDirection()); + PRECISION_TYPE c = RayWRTSphere.lengthSquared() - radiusSquared; + // > 0: the hit has two roots, meaning we hit both sides of the sphere + // = 0: the ray has one root, we hit the edge of the sphere + // < 0: ray isn't inside the sphere. + PRECISION_TYPE discriminant = b * b - (a * c); + + // < 0: ray isn't inside the sphere. Don't need to bother calculating the roots. + if (discriminant < 0) + return {false, vec4(), vec4(), 0}; + + // now we have to find the root which exists inside our range [min,max] + auto root = (-b - sqrt(discriminant)) / a; + // if the first root isn't in our range + if (root < min || root > max) { + // check the second root + root = (-b + sqrt(discriminant)) / a; + if (root < min || root > max) { + // if the second isn't in the range then we also must return false. + return {false, vec4(), vec4(), 0}; + } + } + // the hit point is where the ray is when extended to the root + auto RayAtRoot = ray.along(root); + // The normal of a sphere is just the point of the hit minus the center position + auto normal = (RayAtRoot - position).normalize(); + return {true, RayAtRoot, normal, root}; + } +} \ No newline at end of file