COSC-3P93-Project/Step 3/src/engine/raytracing.cpp

211 lines
9.1 KiB
C++

/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#include "engine/raytracing.h"
#include <queue>
#include <functional>
#include <utility>
#include <engine/util/debug.h>
namespace Raytracing {
extern Signals* RTSignal;
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& lookAtPos) {
// standard camera lookAt function
auto w = (position - lookAtPos).normalize();
auto u = (Vec4::cross(up, w)).normalize();
auto v = Vec4::cross(w, u);
horizontalAxis = viewportWidth * u;
verticalAxis = viewportHeight * v;
imageOrigin = position - horizontalAxis / 2 - verticalAxis / 2 - w;
}
void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch) {
// TODO:
}
Mat4x4 Camera::view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) {
Mat4x4 view;
pitch = degreeeToRadian(pitch);
yaw = degreeeToRadian(yaw);
PRECISION_TYPE cosPitch = std::cos(pitch);
PRECISION_TYPE cosYaw = std::cos(yaw);
PRECISION_TYPE sinPitch = std::sin(pitch);
PRECISION_TYPE sinYaw = std::sin(yaw);
auto x = Vec4{cosYaw, 0, -sinYaw}; // forward
auto y = Vec4{sinYaw * sinPitch, cosPitch, cosYaw * sinPitch}; // right
auto z = Vec4{sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw}; // up
// we can actually take those x, y, z vectors and use them to compute the raytracer camera settings
viewportHeight = 2 * tanFovHalf;
viewportWidth = aspectRatio * viewportHeight;
// exactly the same as the look at function.
horizontalAxis = viewportWidth * x;
verticalAxis = viewportHeight * y;
imageOrigin = position - horizontalAxis / 2 - verticalAxis / 2 - z;
view.m00(float(x.x()));
view.m01(float(x.y()));
view.m02(float(x.z()));
view.m03(float(x.w()));
view.m10(float(y.x()));
view.m11(float(y.y()));
view.m12(float(y.z()));
view.m13(float(y.w()));
view.m20(float(z.x()));
view.m21(float(z.y()));
view.m22(float(z.z()));
view.m23(float(z.w()));
// view matrix are inverted, dot product to simulate translate matrix multiplication
view.m03(-float(Vec4::dot(x, position)));
view.m13(-float(Vec4::dot(y, position)));
view.m23(-float(Vec4::dot(z, position)));
view.m33(1);
return view;
}
struct RayData {
Ray ray;
int depth;
Vec4 color;
};
Vec4 Raycaster::raycast(const Ray& ray) {
Ray localRay = ray;
Vec4 color {1.0, 1.0, 1.0};
for (int CURRENT_BOUNCE = 0; CURRENT_BOUNCE < maxBounceDepth; CURRENT_BOUNCE++){
if (RTSignal->haltExecution || RTSignal->haltRaytracing)
return color;
while (RTSignal->pauseRaytracing) // sleep for 1/60th of a second, or about 1 frame.
std::this_thread::sleep_for(std::chrono::milliseconds(16));
auto hit = world.checkIfHit(localRay, 0.001, infinity);
if (hit.first.hit) {
auto object = hit.second;
auto scatterResults = object->getMaterial()->scatter(localRay, hit.first);
// if the material scatters the ray, ie casts a new one,
if (scatterResults.scattered) { // attenuate the recursive raycast by the material's color
color = color * scatterResults.attenuationColor;
localRay = scatterResults.newRay;
} else {
// if we don't scatter, we don't need to keep looping
color = {0.0, 0.0, 0.0};
break;
}
} else {
// since we didn't hit, we hit the sky.
color = color * Vec4{0.5, 0.7, 1.0};
// if we don't hit we cannot keep looping.
break;
}
}
return color;
}
void Raycaster::runSTDThread(int threads){
for (int i = 0; i < threads; i++) {
executors.push_back(std::make_unique<std::thread>([this, i, threads]() -> void {
// run through all the quadrants
std::stringstream str;
str << "Threading of #";
str << (i+1);
profiler::start("Raytracer Results", str.str());
int j = 0;
while (true) {
RaycasterImageBounds imageBoundingData;
// get the function for the quadrant
queueSync.lock();
if (unprocessedQuads->empty()) {
queueSync.unlock();
break;
}
imageBoundingData = unprocessedQuads->front();
unprocessedQuads->pop();
queueSync.unlock();
// the run it
for (int kx = 0; kx <= imageBoundingData.width; kx++) {
for (int ky = 0; ky < imageBoundingData.height; ky++) {
try {
int x = imageBoundingData.x + kx;
int y = imageBoundingData.y + ky;
Raytracing::Vec4 color;
// TODO: profile for speed;
for (int s = 0; s < raysPerPixel; s++) {
// simulate anti aliasing by generating rays with very slight random directions
color = color + raycast(camera.projectRay(x + rnd.getDouble(), y + rnd.getDouble()));
}
PRECISION_TYPE sf = 1.0 / raysPerPixel;
// apply pixel color with gamma correction
image.setPixelColor(x, y, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
if (RTSignal->haltExecution || RTSignal->haltRaytracing)
return;
while (RTSignal->pauseRaytracing) // sleep for 1/60th of a second, or about 1 frame.
std::this_thread::sleep_for(std::chrono::milliseconds(16));
} catch (std::exception& error) {
flog << "Possibly fatal error in the multithreaded raytracer!\n";
flog << error.what() << "\n";
}
}
}
j++;
}
finishedThreads++;
profiler::end("Raytracer Results", str.str());
}));
}
}
void Raycaster::run(bool multithreaded, int threads) {
if (threads == 0)
threads = system_threads;
// calculate the max divisions we can have per side, then expand by a factor of 4.
// the reason to do this is that some of them will finish far quciker than others. The now free threads can keep working.
// to do it without a queue like this leads to most threads finishing and a single thread being the critical path which isn't optimally efficient.
int divs = int(std::log(threads) / std::log(2)) * 4;
// if we are running single threaded, disable everything special
// the reason we run single threaded in a seperate thread is because the GUI requires its own set of updating commands
// which cannot be blocked by the raytracer, otherwise it would become unresponsive.
if (!multithreaded){
threads = 1;
divs = 1;
}
ilog << "Starting multithreaded raytracer with " << threads << " threads!\n";
delete(unprocessedQuads);
unprocessedQuads = new std::queue<RaycasterImageBounds>();
// we need to subdivide the image for the threads, since this is really quick it's fine to due sequentially
for (int dx = 0; dx < divs; dx++) {
for (int dy = 0; dy < divs; dy++) {
unprocessedQuads->push({
image.getWidth() / divs,
image.getHeight() / divs,
(image.getWidth() / divs) * dx,
(image.getHeight() / divs) * dy
});
}
}
runSTDThread(threads);
}
}