69 lines
2.8 KiB
C++
69 lines
2.8 KiB
C++
/*
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* Created by Brett Terpstra 6920201 on 16/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#include <raytracing.h>
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#include <queue>
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namespace Raytracing {
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Ray Camera::projectRay(PRECISION_TYPE x, PRECISION_TYPE y) {
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// transform the x and y to points from image coords to be inside the camera's viewport.
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double transformedX = (x / (image.getWidth() - 1));
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auto transformedY = (y / (image.getHeight() - 1));
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// then generate a ray which extends out from the camera position in the direction with respects to its position on the image
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return {position, imageOrigin + transformedX * horizontalAxis + transformedY * verticalAxis - position};
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}
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void Camera::lookAt(const Vec4& pos, const Vec4& lookAtPos, const Vec4& up) {
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// standard camera lookAt function
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auto w = (pos - lookAtPos).normalize();
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auto u = (Vec4::cross(up, w)).normalize();
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auto v = Vec4::cross(w, u);
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position = pos;
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horizontalAxis = viewportWidth * u;
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verticalAxis = viewportHeight * v;
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imageOrigin = position - horizontalAxis/2 - verticalAxis/2 - w;
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}
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void Camera::setRotation(const PRECISION_TYPE yaw, const PRECISION_TYPE pitch, const PRECISION_TYPE roll) {
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// TODO:
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}
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void Raycaster::run() {
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for (int i = 0; i < image.getWidth(); i++){
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for (int j = 0; j < image.getHeight(); j++){
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Raytracing::Vec4 color;
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// TODO: profile for speed;
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for (int s = 0; s < raysPerPixel; s++){
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// simulate anti aliasing by generating rays with very slight random directions
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color = color + raycast(camera.projectRay(i + rnd.getDouble(), j + rnd.getDouble()), 0);
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}
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PRECISION_TYPE sf = 1.0 / raysPerPixel;
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// apply pixel color with gamma correction
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image.setPixelColor(i, j, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
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}
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}
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}
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Vec4 Raycaster::raycast(const Ray& ray, int depth) {
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if (depth > maxBounceDepth)
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return {0,0,0};
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auto hit = world.checkIfHit(ray, 0.001, infinity);
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if (hit.first.hit) {
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auto object = hit.second;
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auto scatterResults = object->getMaterial()->scatter(ray, hit.first);
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// if the material scatters the ray, ie casts a new one,
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if (scatterResults.scattered) // attenuate the recursive raycast by the material's color
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return scatterResults.attenuationColor * raycast(scatterResults.newRay, depth + 1);
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//tlog << "Not scattered? " << object->getMaterial() << "\n";
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return {0,0,0};
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}
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// skybox color
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return {0.5, 0.7, 1.0};
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}
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} |