Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
48f338dd7c
30 changed files with 482 additions and 473 deletions
10
.gitignore
vendored
10
.gitignore
vendored
|
@ -6,8 +6,11 @@ build/
|
|||
|
||||
/data/*
|
||||
!/data/README.txt
|
||||
!/data/fireplace
|
||||
!/data/subdiv
|
||||
!/data/parallax
|
||||
!/data/fractal.obj
|
||||
/result*
|
||||
/cmake-build-debug
|
||||
|
||||
# Latex stuff
|
||||
*.aux
|
||||
|
@ -18,3 +21,8 @@ build/
|
|||
*.pdf
|
||||
*.synctex.gz
|
||||
*.json
|
||||
*__latexindent_temp.tex
|
||||
|
||||
# Mac Stuff
|
||||
.DS_Store
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
cmake_minimum_required(VERSION 3.5)
|
||||
project(CG1_Tracer LANGUAGES CXX)
|
||||
set(CMAKE_CXX_STANDARD 14)
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
if(NOT WIN32)
|
||||
|
@ -38,3 +38,7 @@ target_link_libraries(tracey_ex1 tracey)
|
|||
add_executable(tracey_ex2 ex2.cpp)
|
||||
target_link_libraries(tracey_ex2 tracey)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
# Build / Setup Prozess
|
||||
Anweisungen ausgelagert in [BUILD_INSTRUCTIONS.md](BUILD_INSTRUCTIONS.md)
|
||||
|
||||
# Git Grundlagen / Workflow
|
||||
Git Spickzettel: https://files.morr.cc/git-spickzettel.png
|
||||
|
||||
|
@ -8,7 +11,7 @@ Angepasst von https://medium.com/@topspinj/how-to-git-rebase-into-a-forked-repo-
|
|||
|
||||
Das Musterlösungs-Repository als remote mit Namen _upstream_ (oder ähnlich) hinzufügen:
|
||||
|
||||
`git remote add upstream gogs@git.cg.cs.tu-bs.de:CG1/WS2021.git`
|
||||
`git remote add upstream gogs@git.cg.cs.tu-bs.de:CG1_WS2223/Base.git`
|
||||
|
||||
Alle Branches von _upstream_ und deren Änderungen herunterladen
|
||||
|
||||
|
|
|
@ -1,20 +1,8 @@
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|||
#include "camera/perspectivecamera.h"
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||||
#include <cmath>
|
||||
|
||||
PerspectiveCamera::PerspectiveCamera() : forwardDirection(0, 0, 1), upDirection(0, 1, 0), fovAngle(70) {}
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||||
PerspectiveCamera::PerspectiveCamera() : forwardDirection(0, 0, 1), upDirection(0, 1, 0), rightDirection(1, 0, 0) { setFovAngle(70); }
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||||
|
||||
Ray PerspectiveCamera::createRay(float x, float y) const {
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||||
// Set up a left-handed coordinate system,
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||||
// in which the camera looks along the positive z-Axis
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||||
Vector3d normalVector = normalized(crossProduct(upDirection, forwardDirection));
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||||
|
||||
// Orthogonolize upDirection, to avoid skewing the image
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||||
Vector3d orthogonalUpDirection = -crossProduct(normalVector, forwardDirection);
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||||
|
||||
Vector3d normalVector_fov = normalVector * std::abs(tan(this->fovAngle / 360.0f * PI));
|
||||
Vector3d upVector_fov = orthogonalUpDirection * std::abs(tan(this->fovAngle / 360.0f * PI));
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||||
Vector3d directionVector = normalized(forwardDirection + x * normalVector_fov + y * upVector_fov);
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||||
|
||||
return Ray {this->position, directionVector};
|
||||
// Create the ray
|
||||
return Ray(this->position, x * this->rightDirection + y * this->upDirection + focus * this->forwardDirection);
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||||
}
|
||||
|
|
|
@ -12,9 +12,26 @@ public:
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|||
|
||||
// Set
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void setPosition(Vector3d const &position) { this->position = position; }
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||||
void setForwardDirection(Vector3d const &forwardDirection) { this->forwardDirection = normalized(forwardDirection); }
|
||||
void setUpDirection(Vector3d const &upDirection) { this->upDirection = normalized(upDirection); }
|
||||
void setFovAngle(float fovAngle) { this->fovAngle = fovAngle; }
|
||||
void setForwardDirection(Vector3d const &forwardDirection) {
|
||||
// IMPLEMENT ME
|
||||
// Set up a left-handed coordinate system,
|
||||
// in which the camera looks along the positive z-Axis
|
||||
// Set up a left-handed coordinate system,
|
||||
// in which the camera looks along the positive z-Axis
|
||||
std::tie(this->forwardDirection, this->upDirection, this->rightDirection) = orthoNormalized(forwardDirection, this->upDirection, crossProduct(this->upDirection, forwardDirection));
|
||||
}
|
||||
void setUpDirection(Vector3d const &upDirection) {
|
||||
// IMPLEMENT ME
|
||||
// Set up a left-handed coordinate system,
|
||||
// in which the camera looks along the positive z-Axis
|
||||
// Set up a left-handed coordinate system,
|
||||
// in which the camera looks along the positive z-Axis
|
||||
std::tie(this->forwardDirection, this->upDirection, this->rightDirection) = orthoNormalized(this->forwardDirection, upDirection, crossProduct(upDirection, this->forwardDirection));
|
||||
}
|
||||
void setFovAngle(float fovAngle) {
|
||||
// Calculate the focus
|
||||
this->focus = 1.0f / std::tan((fovAngle * PI / 180) / 2.0f);
|
||||
}
|
||||
|
||||
// Camera functions
|
||||
Ray createRay(float x, float y) const override;
|
||||
|
@ -23,7 +40,8 @@ protected:
|
|||
Vector3d position;
|
||||
Vector3d forwardDirection;
|
||||
Vector3d upDirection;
|
||||
float fovAngle;
|
||||
Vector3d rightDirection;
|
||||
float focus;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -4,7 +4,23 @@
|
|||
#include <cmath>
|
||||
|
||||
#ifndef EPSILON
|
||||
#define EPSILON 1E-4f
|
||||
#define EPSILON 1E-6f
|
||||
#endif
|
||||
|
||||
#ifndef SPLT_EPS
|
||||
#define SPLT_EPS 4 * EPSILON
|
||||
#endif
|
||||
|
||||
#ifndef LGT_EPS
|
||||
#define LGT_EPS 5E-5f
|
||||
#endif
|
||||
|
||||
#ifndef REFR_EPS
|
||||
#define REFR_EPS 1E-4f
|
||||
#endif
|
||||
|
||||
#ifndef NORM_EPS
|
||||
#define NORM_EPS 1E-12f
|
||||
#endif
|
||||
|
||||
#ifndef INFINITY
|
||||
|
|
3
common/ray.cpp
Normal file
3
common/ray.cpp
Normal file
|
@ -0,0 +1,3 @@
|
|||
#include "ray.h"
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||||
|
||||
int Ray::rayCount = 0;
|
|
@ -23,10 +23,14 @@ struct Ray {
|
|||
Vector3d bitangent;
|
||||
|
||||
// Constructor
|
||||
Ray(Vector3d const &origin = Vector3d(0, 0, 0), Vector3d const &direction = Vector3d(0, 0, 1))
|
||||
: origin(origin), direction(normalized(direction)) {
|
||||
Ray(Vector3d const &origin = Vector3d(0, 0, 0), Vector3d const &direction = Vector3d(0, 0, 1)) : origin(origin), direction(normalized(direction)) {
|
||||
++rayCount;
|
||||
}
|
||||
|
||||
inline int getRemainingBounces() const { return remainingBounces; }
|
||||
|
||||
static inline void resetRayCount() { rayCount = 0; }
|
||||
static inline int getRayCount() { return rayCount; }
|
||||
|
||||
private:
|
||||
#ifndef ICG_RAY_BOUNCES
|
||||
|
@ -35,6 +39,7 @@ private:
|
|||
int remainingBounces = ICG_RAY_BOUNCES;
|
||||
#endif
|
||||
|
||||
static int rayCount;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "common/vector2d.h"
|
||||
#include "common/common.h"
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
|
||||
// Access operators ////////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -76,18 +77,14 @@ Vector2d &operator/=(Vector2d &left, float right) {
|
|||
|
||||
// Useful functions ////////////////////////////////////////////////////////////
|
||||
|
||||
Vector2d componentProduct(const Vector2d &left, const Vector2d &right) {
|
||||
return Vector2d(left.u * right.u, left.v * right.v);
|
||||
}
|
||||
Vector2d componentProduct(const Vector2d &left, const Vector2d &right) { return Vector2d(left.u * right.u, left.v * right.v); }
|
||||
|
||||
Vector2d componentQuotient(const Vector2d &left, const Vector2d &right) {
|
||||
return Vector2d(left.u / right.u, left.v / right.v);
|
||||
}
|
||||
Vector2d componentQuotient(const Vector2d &left, const Vector2d &right) { return Vector2d(left.u / right.u, left.v / right.v); }
|
||||
|
||||
float dotProduct(Vector2d const &left, Vector2d const &right) { return left.u * right.u + left.v * right.v; }
|
||||
|
||||
float length(Vector2d const &c) { return std::sqrt(dotProduct(c, c)); }
|
||||
|
||||
Vector2d normalized(Vector2d const &v) { return v / length(v); }
|
||||
Vector2d normalized(Vector2d const &v) { return v / std::max(length(v), NORM_EPS); }
|
||||
|
||||
void normalize(Vector2d *v) { *v = normalized(*v); }
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "common/vector3d.h"
|
||||
#include "common/common.h"
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
|
||||
// Access operators ////////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -34,35 +35,27 @@ float const &Vector3d::operator[](int const dimension) const {
|
|||
|
||||
// Comparison operators ////////////////////////////////////////////////////////
|
||||
|
||||
bool operator==(Vector3d const &left, Vector3d const &right) {
|
||||
return (left.x == right.x && left.y == right.y && left.z == right.z);
|
||||
}
|
||||
bool operator==(Vector3d const &left, Vector3d const &right) { return (left.x == right.x && left.y == right.y && left.z == right.z); }
|
||||
|
||||
bool operator!=(Vector3d const &left, Vector3d const &right) { return !(left == right); }
|
||||
|
||||
// Arithmetic operators ////////////////////////////////////////////////////////
|
||||
|
||||
Vector3d operator+(Vector3d const &left, Vector3d const &right) {
|
||||
return Vector3d(left.x + right.x, left.y + right.y, left.z + right.z);
|
||||
}
|
||||
Vector3d operator+(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x + right.x, left.y + right.y, left.z + right.z); }
|
||||
|
||||
Vector3d operator-(Vector3d const &right) { return Vector3d(-right.x, -right.y, -right.z); }
|
||||
|
||||
Vector3d operator-(Vector3d const &left, Vector3d const &right) {
|
||||
return Vector3d(left.x - right.x, left.y - right.y, left.z - right.z);
|
||||
}
|
||||
Vector3d operator-(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x - right.x, left.y - right.y, left.z - right.z); }
|
||||
|
||||
Vector3d operator*(Vector3d const &left, float right) {
|
||||
return Vector3d(left.x * right, left.y * right, left.z * right);
|
||||
}
|
||||
Vector3d operator*(Vector3d const &left, float right) { return Vector3d(left.x * right, left.y * right, left.z * right); }
|
||||
|
||||
Vector3d operator*(float left, Vector3d const &right) {
|
||||
return Vector3d(left * right.x, left * right.y, left * right.z);
|
||||
}
|
||||
Vector3d operator*(float left, Vector3d const &right) { return Vector3d(left * right.x, left * right.y, left * right.z); }
|
||||
|
||||
Vector3d operator/(Vector3d const &left, float right) {
|
||||
return Vector3d(left.x / right, left.y / right, left.z / right);
|
||||
}
|
||||
Vector3d operator*(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x * right.x, left.y * right.y, left.z * right.z); }
|
||||
|
||||
Vector3d operator/(Vector3d const &left, float right) { return Vector3d(left.x / right, left.y / right, left.z / right); }
|
||||
|
||||
Vector3d operator/(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x / right.x, left.y / right.y, left.z / right.z); }
|
||||
|
||||
// Assignment operators ////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -87,6 +80,13 @@ Vector3d &operator*=(Vector3d &left, float right) {
|
|||
return left;
|
||||
}
|
||||
|
||||
Vector3d &operator*=(Vector3d &left, Vector3d const &right) {
|
||||
left.x *= right.x;
|
||||
left.y *= right.y;
|
||||
left.z *= right.z;
|
||||
return left;
|
||||
}
|
||||
|
||||
Vector3d &operator/=(Vector3d &left, float right) {
|
||||
left.x /= right;
|
||||
left.y /= right;
|
||||
|
@ -94,27 +94,34 @@ Vector3d &operator/=(Vector3d &left, float right) {
|
|||
return left;
|
||||
}
|
||||
|
||||
Vector3d &operator/=(Vector3d &left, Vector3d const &right) {
|
||||
left.x /= right.x;
|
||||
left.y /= right.y;
|
||||
left.z /= right.z;
|
||||
return left;
|
||||
}
|
||||
|
||||
// Useful functions ////////////////////////////////////////////////////////////
|
||||
|
||||
Vector3d componentProduct(const Vector3d &left, const Vector3d &right) {
|
||||
return Vector3d(left.x * right.x, left.y * right.y, left.z * right.z);
|
||||
}
|
||||
Vector3d componentProduct(const Vector3d &left, const Vector3d &right) { return Vector3d(left.x * right.x, left.y * right.y, left.z * right.z); }
|
||||
|
||||
Vector3d componentQuotient(const Vector3d &left, const Vector3d &right) {
|
||||
return Vector3d(left.x / right.x, left.y / right.y, left.z / right.z);
|
||||
}
|
||||
Vector3d componentQuotient(const Vector3d &left, const Vector3d &right) { return Vector3d(left.x / right.x, left.y / right.y, left.z / right.z); }
|
||||
|
||||
Vector3d crossProduct(Vector3d const &left, Vector3d const &right) {
|
||||
return Vector3d(left.y * right.z - left.z * right.y, left.z * right.x - left.x * right.z,
|
||||
left.x * right.y - left.y * right.x);
|
||||
}
|
||||
Vector3d crossProduct(Vector3d const &left, Vector3d const &right) { return Vector3d(left.y * right.z - left.z * right.y, left.z * right.x - left.x * right.z, left.x * right.y - left.y * right.x); }
|
||||
|
||||
float dotProduct(Vector3d const &left, Vector3d const &right) {
|
||||
return left.x * right.x + left.y * right.y + left.z * right.z;
|
||||
}
|
||||
float dotProduct(Vector3d const &left, Vector3d const &right) { return left.x * right.x + left.y * right.y + left.z * right.z; }
|
||||
|
||||
float length(Vector3d const &v) { return std::sqrt(dotProduct(v, v)); }
|
||||
|
||||
Vector3d normalized(Vector3d const &v) { return v / length(v); }
|
||||
Vector3d normalized(Vector3d const &v) { return v / std::max(length(v), NORM_EPS); }
|
||||
|
||||
void normalize(Vector3d *v) { *v = normalized(*v); }
|
||||
|
||||
std::tuple<Vector3d, Vector3d, Vector3d> orthoNormalized(Vector3d const &u, Vector3d const &v, Vector3d const &w) {
|
||||
// using gram-schmidt orthonormalization
|
||||
auto ret_u = normalized(u);
|
||||
auto ret_v = normalized(v - dotProduct(ret_u, v) * ret_u);
|
||||
auto ret_w = normalized(w - dotProduct(ret_u, w) * ret_u - dotProduct(ret_v, w) * ret_v);
|
||||
|
||||
return std::make_tuple(ret_u, ret_v, ret_w);
|
||||
}
|
|
@ -1,6 +1,8 @@
|
|||
#ifndef VECTOR3D_H
|
||||
#define VECTOR3D_H
|
||||
|
||||
#include <tuple>
|
||||
|
||||
struct Vector3d {
|
||||
// Components
|
||||
float x, y, z;
|
||||
|
@ -27,13 +29,17 @@ Vector3d operator-(Vector3d const &right);
|
|||
Vector3d operator-(Vector3d const &left, Vector3d const &right);
|
||||
Vector3d operator*(Vector3d const &left, float right);
|
||||
Vector3d operator*(float left, Vector3d const &right);
|
||||
Vector3d operator*(Vector3d const &left, Vector3d const &right);
|
||||
Vector3d operator/(Vector3d const &left, float right);
|
||||
Vector3d operator/(Vector3d const &left, Vector3d const &right);
|
||||
|
||||
// Assignment operators
|
||||
Vector3d &operator+=(Vector3d &left, Vector3d const &right);
|
||||
Vector3d &operator-=(Vector3d &left, Vector3d const &right);
|
||||
Vector3d &operator*=(Vector3d &left, float right);
|
||||
Vector3d &operator*=(Vector3d &left, Vector3d const &right);
|
||||
Vector3d &operator/=(Vector3d &left, float right);
|
||||
Vector3d &operator/=(Vector3d &left, Vector3d const &right);
|
||||
|
||||
// Useful functions
|
||||
Vector3d componentProduct(Vector3d const &left, Vector3d const &right);
|
||||
|
@ -43,5 +49,6 @@ float dotProduct(Vector3d const &left, Vector3d const &right);
|
|||
float length(Vector3d const &v);
|
||||
Vector3d normalized(Vector3d const &v);
|
||||
void normalize(Vector3d *v);
|
||||
std::tuple<Vector3d, Vector3d, Vector3d> orthoNormalized(Vector3d const &u, Vector3d const &v, Vector3d const &w);
|
||||
|
||||
#endif
|
||||
|
|
3
ex2.cpp
3
ex2.cpp
|
@ -15,8 +15,7 @@
|
|||
|
||||
#include "light/pointlight.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
int main() {
|
||||
// Let's create a simple cornell box scene...
|
||||
SimpleScene scene;
|
||||
scene.setEnvironmentMap(std::make_shared<Texture>("data/lion_env.png"));
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
PointLight::PointLight(Vector3d const &position, float intensity, Color const &color) : Light(intensity, color), position(position) {}
|
||||
|
||||
Light::Illumination PointLight::illuminate(Scene const &scene, Ray const &ray) const
|
||||
{
|
||||
Light::Illumination PointLight::illuminate(Scene const &scene, Ray const &ray) const {
|
||||
// IMPLEMENT ME
|
||||
// Get the point on the surface
|
||||
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
#include "light/light.h"
|
||||
|
||||
class PointLight : public Light
|
||||
{
|
||||
class PointLight : public Light {
|
||||
|
||||
public:
|
||||
PointLight(Vector3d const &position, float intensity, Color const &color = Color(1, 1, 1));
|
||||
|
|
|
@ -10,82 +10,20 @@ Box::Box(std::shared_ptr<Shader> const &shader) : Primitive(shader), size(Vector
|
|||
Box::Box(Vector3d const ¢er, Vector3d const &size, std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), center(center), size(size) {}
|
||||
|
||||
// Helper functions /////////////////////////////////////////////////////////
|
||||
|
||||
float intersectionParameterDimension(Vector3d bounds, Ray &ray, int dimension)
|
||||
{
|
||||
return (bounds[dimension] - ray.origin[dimension]) / ray.direction[dimension];
|
||||
}
|
||||
|
||||
Vector3d intersectionParameter(Vector3d bounds, Ray &ray)
|
||||
{
|
||||
return Vector3d(intersectionParameterDimension(bounds, ray, 0),
|
||||
intersectionParameterDimension(bounds, ray, 1),
|
||||
intersectionParameterDimension(bounds, ray, 2));
|
||||
}
|
||||
|
||||
// Primitive functions /////////////////////////////////////////////////////////
|
||||
|
||||
bool Box::intersect(Ray &ray) const
|
||||
{
|
||||
bool Box::intersect(Ray &ray) const {
|
||||
// IMPLEMENT ME!
|
||||
|
||||
// Determine whether the ray intersects the box
|
||||
|
||||
Vector3d minBounds(this->minimumBounds(0), this->minimumBounds(1), this->minimumBounds(2));
|
||||
Vector3d maxBounds(this->maximumBounds(0), this->maximumBounds(1), this->maximumBounds(2));
|
||||
|
||||
Vector3d tMin = intersectionParameter(minBounds, ray);
|
||||
Vector3d tMax = intersectionParameter(maxBounds, ray);
|
||||
|
||||
Vector3d tInAll = Vector3d(std::min(tMin[0], tMax[0]), std::min(tMin[1], tMax[1]), std::min(tMin[2], tMax[2]));
|
||||
Vector3d tOutAll = Vector3d(std::max(tMin[0], tMax[0]), std::max(tMin[1], tMax[1]), std::max(tMin[2], tMax[2]));
|
||||
|
||||
float tIn = std::max(std::max(tInAll[0], tInAll[1]), tInAll[2]);
|
||||
float tOut = std::min(std::min(tOutAll[0], tOutAll[1]), tOutAll[2]);
|
||||
|
||||
if (tIn > tOut || tOut < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float t = tIn;
|
||||
|
||||
// Test whether this is the foremost primitive in front of the camera
|
||||
if (t >= ray.length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// (Optional for now) Calculate the normal
|
||||
// On what side of the box did the ray hit?
|
||||
Vector3d normal;
|
||||
if (tInAll[0] == tIn)
|
||||
{
|
||||
normal = Vector3d(1, 0, 0);
|
||||
}
|
||||
else if (tInAll[1] == tIn)
|
||||
{
|
||||
normal = Vector3d(0, 1, 0);
|
||||
}
|
||||
else // tInAll[2] == tIn
|
||||
{
|
||||
normal = Vector3d(0, 0, 1);
|
||||
}
|
||||
|
||||
// Make sure sign is correct
|
||||
if (dotProduct(ray.direction, normal) > 0)
|
||||
{
|
||||
normal = -normal;
|
||||
}
|
||||
|
||||
ray.normal = normalized(normal);
|
||||
|
||||
// (Optional for now) Calculate the surface position
|
||||
|
||||
// Set the new length and the current primitive
|
||||
ray.length = t;
|
||||
ray.primitive = this;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
#include "primitive/primitive.h"
|
||||
|
||||
class Box : public Primitive
|
||||
{
|
||||
class Box : public Primitive {
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
|
|
@ -3,70 +3,50 @@
|
|||
|
||||
// Constructor /////////////////////////////////////////////////////////////////
|
||||
|
||||
InfinitePlane::InfinitePlane(std::shared_ptr<Shader> const &shader) : Primitive(shader), normal(0, 1, 0)
|
||||
{}
|
||||
InfinitePlane::InfinitePlane(std::shared_ptr<Shader> const &shader) : Primitive(shader), normal(0, 1, 0) {}
|
||||
|
||||
InfinitePlane::InfinitePlane(Vector3d const &origin, Vector3d const &normal, std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), origin(origin), normal(normal)
|
||||
{}
|
||||
: Primitive(shader), origin(origin), normal(normal) {}
|
||||
|
||||
// Primitive functions /////////////////////////////////////////////////////////
|
||||
|
||||
bool InfinitePlane::intersect(Ray &ray) const
|
||||
{
|
||||
float directionDotNormal = dotProduct(ray.direction, this->normal);
|
||||
bool InfinitePlane::intersect(Ray &ray) const {
|
||||
float const cosine = dotProduct(ray.direction, this->normal);
|
||||
|
||||
// Make sure the ray is not coming from the other side (backface culling).
|
||||
// Note: We only use backface culling for InfinitePlanes, because we have
|
||||
// some special features planned that rely on backfaces for other primitives.
|
||||
|
||||
/**
|
||||
* If the dot product is 0, the ray is orthogonal to the normal => parallel to the plane => no intersection.
|
||||
* If the dot product is negative, the ray is coming from the wrong side.
|
||||
*/
|
||||
if (directionDotNormal <= 0)
|
||||
{
|
||||
if (cosine > 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Basic formular to calculate intersection between ray and plane
|
||||
float t = (length(this->origin) - dotProduct(ray.origin,this->normal)) / directionDotNormal;
|
||||
|
||||
// If t negative, collision happens behind the camera
|
||||
if (t < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Determine the distance at which the ray intersects the plane
|
||||
float const t = dotProduct(this->origin - ray.origin, this->normal) / cosine;
|
||||
|
||||
// Test whether this is the foremost primitive in front of the camera
|
||||
if (t >= ray.length)
|
||||
{
|
||||
// Is bigger, so further away
|
||||
if (t < EPSILON || ray.length < t)
|
||||
return false;
|
||||
}
|
||||
|
||||
// (Optional for now) Set the normal
|
||||
ray.normal = this->normal;
|
||||
// Set the normal
|
||||
// IMPLEMENT ME
|
||||
|
||||
// Set the new length and the current primitive
|
||||
ray.primitive = this;
|
||||
ray.length = t;
|
||||
ray.primitive = this;
|
||||
|
||||
// True, because the primitive was hit
|
||||
return true;
|
||||
}
|
||||
|
||||
// Bounding box ////////////////////////////////////////////////////////////////
|
||||
|
||||
float InfinitePlane::minimumBounds(int dimension) const
|
||||
{
|
||||
float InfinitePlane::minimumBounds(int dimension) const {
|
||||
if (this->normal[dimension] == 1.0f) // plane is orthogonal to the axis
|
||||
return this->origin[dimension] - EPSILON;
|
||||
else
|
||||
return -INFINITY;
|
||||
}
|
||||
|
||||
float InfinitePlane::maximumBounds(int dimension) const
|
||||
{
|
||||
float InfinitePlane::maximumBounds(int dimension) const {
|
||||
if (this->normal[dimension] == 1.0f) // plane is orthogonal to the axis
|
||||
return this->origin[dimension] + EPSILON;
|
||||
else
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
#include "common/ray.h"
|
||||
#include "primitive/sphere.h"
|
||||
#include <cmath>
|
||||
|
||||
// Constructor /////////////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -12,69 +11,45 @@ Sphere::Sphere(Vector3d const ¢er, float radius, std::shared_ptr<Shader> con
|
|||
// Primitive functions /////////////////////////////////////////////////////////
|
||||
|
||||
bool Sphere::intersect(Ray &ray) const {
|
||||
auto origin = ray.origin - this->center;
|
||||
// Use the definitions from the lecture
|
||||
Vector3d const difference = ray.origin - this->center;
|
||||
float const a = 1.0f;
|
||||
float const b = 2.0f * dotProduct(ray.direction, difference);
|
||||
float const c = dotProduct(difference, difference) - this->radius * this->radius;
|
||||
float const discriminant = b * b - 4 * a * c;
|
||||
|
||||
// Determine whether the ray intersects the sphere
|
||||
float A = pow(ray.direction[Vector3d::Dimension::X], 2) +
|
||||
pow(ray.direction[Vector3d::Dimension::Y], 2) +
|
||||
pow(ray.direction[Vector3d::Dimension::Z], 2);
|
||||
float B = 2 * (
|
||||
ray.direction[Vector3d::Dimension::X] * origin[Vector3d::Dimension::X] +
|
||||
ray.direction[Vector3d::Dimension::Y] * origin[Vector3d::Dimension::Y] +
|
||||
ray.direction[Vector3d::Dimension::Z] * origin[Vector3d::Dimension::Z]
|
||||
);
|
||||
float C = pow(origin[Vector3d::Dimension::X], 2) +
|
||||
pow(origin[Vector3d::Dimension::Y], 2) +
|
||||
pow(origin[Vector3d::Dimension::Z], 2) -
|
||||
pow(this->radius, 2);
|
||||
|
||||
float t = INFINITY;
|
||||
|
||||
float discriminant = B * B - 4 * A * C;
|
||||
if (discriminant < 0) {
|
||||
// Test whether the ray could intersect at all
|
||||
if (discriminant < 0)
|
||||
return false;
|
||||
} else if (discriminant == 0) {
|
||||
t = -B / (2 * A);
|
||||
} else { // discriminant > 0
|
||||
float q {static_cast<float>([B, discriminant](){
|
||||
if (B < 0) {
|
||||
return -0.5f * (B - sqrt(discriminant));
|
||||
} else {
|
||||
return -0.5f * (B + sqrt(discriminant));
|
||||
}
|
||||
}())};
|
||||
float t0 = q / A;
|
||||
float t1 = C / q;
|
||||
float const root = std::sqrt(discriminant);
|
||||
|
||||
if (t0 < 0 && t1 < 0) {
|
||||
return false;
|
||||
}
|
||||
// Stable solution
|
||||
float const q = -0.5f * (b < 0 ? (b - root) : (b + root));
|
||||
float const t0 = q / a;
|
||||
float const t1 = c / q;
|
||||
float t = std::min(t0, t1);
|
||||
if (t < EPSILON)
|
||||
t = std::max(t0, t1);
|
||||
|
||||
if (t0 < 0) {
|
||||
t = t1;
|
||||
} else if (t1 < 0) {
|
||||
t = t0;
|
||||
} else {
|
||||
t = std::min(t0, t1);
|
||||
}
|
||||
}
|
||||
// Test whether this is the foremost primitive in front of the camera
|
||||
|
||||
if (t >= ray.length) {
|
||||
if (t < EPSILON || ray.length < t)
|
||||
return false;
|
||||
}
|
||||
|
||||
// (Optional for now) Calculate the normal
|
||||
auto intersectPoint = ray.origin + ray.direction * t;
|
||||
auto normalDirection = intersectPoint - this->center; // Point of intersect - origin of sphere creates a line along the normal, pointing outwards
|
||||
ray.normal = normalized(normalDirection);
|
||||
|
||||
// (Optional for now) Calculate the surface position
|
||||
// Calculate the normal
|
||||
// IMPLEMENT ME
|
||||
|
||||
// Calculate the surface position and tangent vector
|
||||
float const phi = std::acos(ray.normal.y);
|
||||
float const rho = std::atan2(ray.normal.z, ray.normal.x) + PI;
|
||||
ray.surface = Vector2d(rho / (2 * PI), phi / PI);
|
||||
ray.tangent = Vector3d(std::sin(rho), 0, std::cos(rho));
|
||||
ray.bitangent = normalized(crossProduct(ray.normal, ray.tangent));
|
||||
|
||||
// Set the new length and the current primitive
|
||||
ray.length = t;
|
||||
ray.primitive = this;
|
||||
|
||||
// True, because the primitive was hit
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,102 +3,118 @@
|
|||
|
||||
// Constructor /////////////////////////////////////////////////////////////////
|
||||
|
||||
Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader)
|
||||
{}
|
||||
Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader) {}
|
||||
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), vertex{a, b, c}
|
||||
{}
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader) : Primitive(shader), vertex{a, b, c} {}
|
||||
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
|
||||
Vector3d const &nc, std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}
|
||||
{}
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, std::shared_ptr<Shader> const &shader) : Primitive(shader), vertex{a, b, c}, normal{na, nb, nc} {}
|
||||
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
|
||||
Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
|
||||
std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc}
|
||||
{}
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc} {}
|
||||
|
||||
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector3d const &tana, Vector3d const &tanb, Vector3d const &tanc, Vector3d const &ba,
|
||||
Vector3d const &bb, Vector3d const &bc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader)
|
||||
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, tangent{tana, tanb, tanc}, bitangent{ba, bb, bc}, surface{ta, tb, tc} {}
|
||||
|
||||
// Primitive functions /////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
bool Triangle::intersect(Ray &ray) const
|
||||
{
|
||||
Vector3d edge1 = this->vertex[0] - this->vertex[2];
|
||||
Vector3d edge2 = this->vertex[1] - this->vertex[2];
|
||||
Vector3d normalVector = normalized(crossProduct(edge1, edge2));
|
||||
float d = dotProduct(this->vertex[0], normalVector) / length(normalVector);
|
||||
|
||||
// catch divided by 0, in case the triangle plane is not hit
|
||||
float dotDirectionNormalVector = dotProduct(ray.direction, normalVector);
|
||||
if (dotDirectionNormalVector == 0)
|
||||
{
|
||||
return false;
|
||||
bool Triangle::intersectArea(Ray &ray) const {
|
||||
// alternative triangle test
|
||||
// "signed" triangle area with respect to triangle normal
|
||||
auto triangleArea = [](Vector3d const &v0, Vector3d const &v1, Vector3d const &v2, Vector3d const &normal = Vector3d(0, 0, 0)) {
|
||||
if (length(normal) < EPSILON) {
|
||||
return length(crossProduct(v2 - v0, v1 - v0)) / 2.0f;
|
||||
} else {
|
||||
Vector3d const cp = crossProduct(v2 - v0, v1 - v0);
|
||||
return dotProduct(cp, normal) > 0.0f ? length(cp) / 2.0f : -length(cp) / 2.0f;
|
||||
}
|
||||
};
|
||||
|
||||
float t = (d - dotProduct(ray.origin, normalVector)) / dotDirectionNormalVector;
|
||||
Vector3d p = ray.origin + t * ray.direction;
|
||||
// begin ray-plane intersection ----------------------------
|
||||
Vector3d normal = normalized(crossProduct(vertex[2] - vertex[0], vertex[1] - vertex[0]));
|
||||
|
||||
// Barycentric Coordinates a,b to determine if intersect with Triangle
|
||||
float triangleArea = length(crossProduct(this->vertex[2] - this->vertex[0], this->vertex[1] - this->vertex[0])) / 2;
|
||||
float const cosine = dotProduct(ray.direction, normal);
|
||||
|
||||
Vector3d rightSide = crossProduct(p - this->vertex[1], this->vertex[2] - this->vertex[1]);
|
||||
Vector3d leftSide = crossProduct(p - this->vertex[2], this->vertex[0] - this->vertex[2]);
|
||||
|
||||
float triangleAreaRightSide = length(rightSide) / 2;
|
||||
float triangleAreaLeftSide = length(leftSide) / 2;
|
||||
|
||||
float a = triangleAreaRightSide / triangleArea;
|
||||
|
||||
float b = triangleAreaLeftSide / triangleArea;
|
||||
|
||||
// Determine whether the ray intersects the triangle
|
||||
|
||||
|
||||
if (a < 0 || a > 1 || b < 0 || a+b > 1)
|
||||
{
|
||||
if (abs(cosine) < EPSILON)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (dotProduct(normalVector, leftSide) > 0)
|
||||
{
|
||||
float const t = dotProduct(vertex[0] - ray.origin, normal) / cosine;
|
||||
|
||||
if (t < EPSILON || ray.length < t)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (dotProduct(normalVector, rightSide) > 0)
|
||||
{
|
||||
Vector3d const p = ray.origin + t * ray.direction;
|
||||
// end ray-plane intersection ----------------------------
|
||||
|
||||
float const fullArea = triangleArea(vertex[0], vertex[1], vertex[2]);
|
||||
float const a = triangleArea(p, vertex[0], vertex[1], normal) / fullArea;
|
||||
float const b = triangleArea(p, vertex[2], vertex[0], normal) / fullArea;
|
||||
|
||||
if ((a < 0.0f) || (a > 1.0f) || (b < 0.0f) || (a + b > 1.0f))
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test whether this is the foremost primitive in front of the camera
|
||||
if (t >= ray.length)
|
||||
{
|
||||
//it is bigger so further away
|
||||
return false;
|
||||
}
|
||||
|
||||
// (Optional for now) Calculate the normal
|
||||
ray.normal = normalVector; // Should be the correct one, I assume
|
||||
|
||||
// (Optional for now) Calculate the surface position
|
||||
// Set the surface position (barycentric coordinates) and tangent Vector
|
||||
ray.surface = a * this->surface[1] + b * this->surface[2] + (1 - a - b) * this->surface[0];
|
||||
|
||||
// Set the new length and the current primitive
|
||||
ray.length = t;
|
||||
ray.primitive = this;
|
||||
|
||||
// True, because the primitive was hit
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Triangle::intersect(Ray &ray) const {
|
||||
// We use the Möller–Trumbore intersection algorithm
|
||||
|
||||
// Determine two neighboring edge vectors
|
||||
Vector3d const edge1 = this->vertex[1] - this->vertex[0];
|
||||
Vector3d const edge2 = this->vertex[2] - this->vertex[0];
|
||||
|
||||
// Begin calculating determinant
|
||||
Vector3d const pVec = crossProduct(ray.direction, edge2);
|
||||
|
||||
// Make sure the ray is not parallel to the triangle
|
||||
float const det = dotProduct(edge1, pVec);
|
||||
if (fabs(det) < EPSILON)
|
||||
return false;
|
||||
float const inv_det = 1.0f / det;
|
||||
|
||||
// Calculate u and test bound
|
||||
Vector3d const tVec = ray.origin - this->vertex[0];
|
||||
float const u = dotProduct(tVec, pVec) * inv_det;
|
||||
// Test whether the intersection lies outside the triangle
|
||||
if (0.0f > u || u > 1.0f)
|
||||
return false;
|
||||
|
||||
// Calculate v and test bound
|
||||
Vector3d const qVec = crossProduct(tVec, edge1);
|
||||
float const v = dotProduct(ray.direction, qVec) * inv_det;
|
||||
// Test whether the intersection lies outside the triangle
|
||||
if (0.0f > v || u + v > 1.0f)
|
||||
return false;
|
||||
|
||||
// Test whether this is the foremost primitive in front of the camera
|
||||
float const t = dotProduct(edge2, qVec) * inv_det;
|
||||
if (t < EPSILON || ray.length < t)
|
||||
return false;
|
||||
|
||||
// Calculate the normal
|
||||
// IMPLEMENT ME
|
||||
|
||||
// Calculate the surface position
|
||||
ray.surface = u * this->surface[1] + v * this->surface[2] + (1 - u - v) * this->surface[0];
|
||||
|
||||
// Set the new length and the current primitive
|
||||
ray.length = t;
|
||||
ray.primitive = this;
|
||||
|
||||
// True, because the primitive was hit
|
||||
return true;
|
||||
}
|
||||
|
||||
// Bounding box ////////////////////////////////////////////////////////////////
|
||||
|
||||
float Triangle::minimumBounds(int dimension) const
|
||||
{
|
||||
return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension]));
|
||||
}
|
||||
float Triangle::minimumBounds(int dimension) const { return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension])); }
|
||||
|
||||
float Triangle::maximumBounds(int dimension) const
|
||||
{
|
||||
return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension]));
|
||||
}
|
||||
float Triangle::maximumBounds(int dimension) const { return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension])); }
|
||||
|
|
|
@ -9,22 +9,28 @@ public:
|
|||
// Constructor
|
||||
Triangle(std::shared_ptr<Shader> const &shader);
|
||||
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader);
|
||||
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
|
||||
Vector3d const &nc, std::shared_ptr<Shader> const &shader);
|
||||
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
|
||||
Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
|
||||
std::shared_ptr<Shader> const &shader);
|
||||
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, std::shared_ptr<Shader> const &shader);
|
||||
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader);
|
||||
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector3d const &tana, Vector3d const &tanb, Vector3d const &tanc, Vector3d const &ba, Vector3d const &bb,
|
||||
Vector3d const &bc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader);
|
||||
|
||||
// Set
|
||||
void setVertex(int index, Vector3d const &vertex) { this->vertex[index] = vertex; }
|
||||
void setNormal(int index, Vector3d const &normal) { this->normal[index] = normalized(normal); }
|
||||
Vector3d getNormal(int index){return this->normal[index];}
|
||||
void setTangent(int index, Vector3d const &tangent) { this->tangent[index] = normalized(tangent); }
|
||||
void setBitangent(int index, Vector3d const &bitangent) { this->bitangent[index] = normalized(bitangent); }
|
||||
void setSurface(int index, Vector2d const &surface) { this->surface[index] = surface; }
|
||||
|
||||
// Get
|
||||
Vector3d getPosition(size_t index) { return this->vertex[index]; }
|
||||
Vector3d getNormal(size_t index) { return this->normal[index]; }
|
||||
Vector3d getTangent(size_t index) { return this->tangent[index]; }
|
||||
Vector3d getBitangent(size_t index) { return this->bitangent[index]; }
|
||||
Vector2d getTexCoord(size_t index) { return this->surface[index]; }
|
||||
|
||||
// Primitive functions
|
||||
bool intersect(Ray &ray) const override;
|
||||
bool intersectArea(Ray &ray) const;
|
||||
|
||||
// Bounding box
|
||||
float minimumBounds(int dimension) const override;
|
||||
|
|
|
@ -8,18 +8,54 @@
|
|||
Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) {
|
||||
Texture image(width, height);
|
||||
|
||||
// Calculate the aspect ratio
|
||||
float max_x = std::min(1.0f, static_cast<float>(width) / height);
|
||||
float max_y = std::min(1.0f, static_cast<float>(height) / width);
|
||||
// Setup timer
|
||||
std::chrono::steady_clock::time_point start, stop;
|
||||
|
||||
// Create the image by casting one ray into the scene for each pixel
|
||||
float pixel_step_x = 2 * max_x / width;
|
||||
float pixel_step_y = 2 * max_y / height;
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < height; y++) {
|
||||
Ray ray = camera.createRay((x - width/2) * pixel_step_x, (y - height/2) * pixel_step_y);
|
||||
image.setPixelAt(x, height - 1 - y, scene.traceRay(ray));
|
||||
// Reset Ray counting
|
||||
Ray::resetRayCount();
|
||||
|
||||
// Super-hacky progress bar!
|
||||
std::cout << "(SimpleRenderer): Begin rendering..." << std::endl;
|
||||
std::cout << "| 0%";
|
||||
int const barSize = 50;
|
||||
int const stepSize = (width * height) / barSize;
|
||||
for (int i = 0; i < barSize - 3 - 5; ++i)
|
||||
std::cout << " ";
|
||||
std::cout << "100% |" << std::endl << "|";
|
||||
int k = 0;
|
||||
|
||||
// Start timer
|
||||
start = std::chrono::steady_clock::now();
|
||||
|
||||
float const aspectRatio = static_cast<float>(height) / width;
|
||||
for (int x = 0; x < image.width(); ++x) {
|
||||
for (int y = 0; y < image.height(); ++y) {
|
||||
Ray ray = camera.createRay((static_cast<float>(x) / width * 2 - 1), -(static_cast<float>(y) / height * 2 - 1) * aspectRatio);
|
||||
image.setPixelAt(x, y, clamped(scene.traceRay(ray)));
|
||||
|
||||
// Super hacky progress bar!
|
||||
if (++k % stepSize == 0) {
|
||||
std::cout << "=" << std::flush;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Stop timer
|
||||
stop = std::chrono::steady_clock::now();
|
||||
|
||||
std::cout << "| Done!" << std::endl;
|
||||
|
||||
// Calculate the Time taken in seconds
|
||||
double seconds = std::chrono::duration_cast<std::chrono::duration<double>>(stop - start).count();
|
||||
|
||||
std::cout << "Time: " << seconds << "s" << std::endl;
|
||||
|
||||
// Get the number of seconds per ray
|
||||
int rays = Ray::getRayCount();
|
||||
|
||||
std::cout << "Paths: " << rays << std::endl;
|
||||
std::cout << "Paths per second: " << std::fixed << std::setprecision(0) << rays / seconds << std::endl;
|
||||
|
||||
|
||||
return image;
|
||||
}
|
||||
|
|
|
@ -9,6 +9,19 @@
|
|||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
const std::string WHITESPACE = " \n\r\t\f\v";
|
||||
std::string ltrim(const std::string &s) {
|
||||
size_t start = s.find_first_not_of(WHITESPACE);
|
||||
return (start == std::string::npos) ? "" : s.substr(start);
|
||||
}
|
||||
|
||||
std::string rtrim(const std::string &s) {
|
||||
size_t end = s.find_last_not_of(WHITESPACE);
|
||||
return (end == std::string::npos) ? "" : s.substr(0, end + 1);
|
||||
}
|
||||
|
||||
std::string trim(const std::string &s) { return rtrim(ltrim(s)); }
|
||||
|
||||
void Scene::add(const std::shared_ptr<Light> &light) { this->lights_.push_back(light); }
|
||||
|
||||
void Scene::add(const std::shared_ptr<Primitive> &primitive) {
|
||||
|
|
|
@ -11,7 +11,6 @@
|
|||
|
||||
// Forward declarations
|
||||
class Light;
|
||||
class Primitive;
|
||||
class Shader;
|
||||
|
||||
class Scene {
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
MirrorShader::MirrorShader() {}
|
||||
|
||||
Color MirrorShader::shade(Scene const &scene, Ray const &ray) const
|
||||
{
|
||||
Color MirrorShader::shade(Scene const &scene, Ray const &ray) const {
|
||||
// IMPLEMENT ME
|
||||
// Calculate the reflection vector
|
||||
// Create a new reflection ray
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
#include "shader/shader.h"
|
||||
|
||||
class MirrorShader : public Shader
|
||||
{
|
||||
class MirrorShader : public Shader {
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
RefractionShader::RefractionShader(float indexInside, float indexOutside) : indexInside(indexInside), indexOutside(indexOutside) {}
|
||||
|
||||
Color RefractionShader::shade(Scene const &scene, Ray const &ray) const
|
||||
{
|
||||
Color RefractionShader::shade(Scene const &scene, Ray const &ray) const {
|
||||
// IMPLEMENT ME
|
||||
// Calculate the refracted ray using the surface normal vector and
|
||||
// indexInside, indexOutside
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
#include "shader/shader.h"
|
||||
|
||||
class RefractionShader : public Shader
|
||||
{
|
||||
class RefractionShader : public Shader {
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
|
|
@ -4,8 +4,7 @@
|
|||
|
||||
SimpleShadowShader::SimpleShadowShader(Color const &objectColor) : objectColor(objectColor) {}
|
||||
|
||||
Color SimpleShadowShader::shade(Scene const &scene, Ray const &ray) const
|
||||
{
|
||||
Color SimpleShadowShader::shade(Scene const &scene, Ray const &ray) const {
|
||||
// IMPLEMENT ME
|
||||
// loop over all light sources to check for visibility and multiply "light
|
||||
// strength" with this objects albedo (color)
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
|
||||
#include "shader/shader.h"
|
||||
|
||||
class SimpleShadowShader : public Shader
|
||||
{
|
||||
class SimpleShadowShader : public Shader {
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
|
Loading…
Reference in a new issue