COSC-3P93-Project/Step 2/src/raytracing.cpp

69 lines
2.8 KiB
C++

/*
* Created by Brett Terpstra 6920201 on 16/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#include <raytracing.h>
#include <queue>
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:
}
void Raycaster::run() {
for (int i = 0; i < image.getWidth(); i++){
for (int j = 0; j < image.getHeight(); j++){
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(i + rnd.getDouble(), j + rnd.getDouble()), 0);
}
PRECISION_TYPE sf = 1.0 / raysPerPixel;
// apply pixel color with gamma correction
image.setPixelColor(i, j, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
}
}
}
Vec4 Raycaster::raycast(const Ray& ray, int depth) {
if (depth > maxBounceDepth)
return {0,0,0};
auto hit = world.checkIfHit(ray, 0.001, infinity);
if (hit.first.hit) {
auto object = hit.second;
auto scatterResults = object->getMaterial()->scatter(ray, 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
return scatterResults.attenuationColor * raycast(scatterResults.newRay, depth + 1);
//tlog << "Not scattered? " << object->getMaterial() << "\n";
return {0,0,0};
}
// skybox color
return {0.5, 0.7, 1.0};
}
}