Raytracing basicis with spheres

main
Brett 2022-10-16 17:53:33 -04:00
parent bdce7b1ff8
commit eea8858ba9
23 changed files with 417 additions and 846 deletions

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@ -1,739 +0,0 @@
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@ -1,16 +1,4 @@
/opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/bin/cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_MAKE_PROGRAM=/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/ninja -G Ninja -S "/home/brett/Documents/Brock/CS 3P93/Project/Step 2" -B "/home/brett/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-debug"
-- The C compiler identification is GNU 12.2.0
-- The CXX compiler identification is GNU 12.2.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done
-- Generating done
-- Build files have been written to: /home/brett/Documents/Brock/CS 3P93/Project/Step 2/cmake-build-debug

Binary file not shown.

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@ -1,3 +1,3 @@
Start testing: Oct 15 16:47 EDT
Start testing: Oct 16 17:49 EDT
----------------------------------------------------------
End testing: Oct 15 16:47 EDT
End testing: Oct 16 17:49 EDT

File diff suppressed because one or more lines are too long

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After

Width:  |  Height:  |  Size: 124 KiB

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@ -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);

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@ -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

103
Step 2/include/raytracing.h Normal file
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@ -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 <math/vectors.h>
#include <image/image.h>
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

View File

@ -35,6 +35,11 @@
/**
* classes
*/
static inline double degreeeToRadian(double deg){
return deg * 3.1415/180;
}
namespace Raytracing {
class String {
public:

View File

@ -1,18 +1,25 @@
#include "util/std.h"
#include "util/parser.h"
#include "image/image.h"
#include <raytracing.h>
/**
* 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;
}

67
Step 2/src/raytracing.cpp Normal file
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@ -0,0 +1,67 @@
/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#include <raytracing.h>
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};
}
}