diff --git a/.gitignore b/.gitignore index 1566376..5194dce 100644 --- a/.gitignore +++ b/.gitignore @@ -6,6 +6,10 @@ build/ /data/* !/data/README.txt +!/data/fireplace +!/data/subdiv +!/data/parallax +!/data/fractal.obj /result* # Latex stuff @@ -16,4 +20,9 @@ build/ *.out *.pdf *.synctex.gz -*.json \ No newline at end of file +*.json +*__latexindent_temp.tex + +# Mac Stuff +.DS_Store + diff --git a/CMakeLists.txt b/CMakeLists.txt index f2e5585..1a99d81 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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) @@ -37,3 +37,5 @@ target_link_libraries(tracey_ex1 tracey) + + diff --git a/README.md b/README.md index d55f01a..8f01e7d 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/camera/perspectivecamera.cpp b/camera/perspectivecamera.cpp index 68e811b..63bc9a1 100644 --- a/camera/perspectivecamera.cpp +++ b/camera/perspectivecamera.cpp @@ -1,10 +1,8 @@ #include "camera/perspectivecamera.h" -PerspectiveCamera::PerspectiveCamera() : forwardDirection(0, 0, 1), upDirection(0, 1, 0), fovAngle(70) {} +PerspectiveCamera::PerspectiveCamera() : forwardDirection(0, 0, 1), upDirection(0, 1, 0), rightDirection(1, 0, 0) { setFovAngle(70); } Ray PerspectiveCamera::createRay(float x, float y) const { - // IMPLEMENT ME! - // Set up a left-handed coordinate system, - // in which the camera looks along the positive z-Axis - return Ray(); + // Create the ray + return Ray(this->position, x * this->rightDirection + y * this->upDirection + focus * this->forwardDirection); } diff --git a/camera/perspectivecamera.h b/camera/perspectivecamera.h index 5b18bea..638f392 100644 --- a/camera/perspectivecamera.h +++ b/camera/perspectivecamera.h @@ -12,9 +12,26 @@ public: // Set void setPosition(Vector3d const &position) { this->position = position; } - 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 diff --git a/common/common.h b/common/common.h index 3d47b8f..08f92c8 100644 --- a/common/common.h +++ b/common/common.h @@ -4,7 +4,23 @@ #include #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 diff --git a/common/ray.cpp b/common/ray.cpp new file mode 100644 index 0000000..2ec18a8 --- /dev/null +++ b/common/ray.cpp @@ -0,0 +1,3 @@ +#include "ray.h" + +int Ray::rayCount = 0; diff --git a/common/ray.h b/common/ray.h index a7ab68a..060e290 100644 --- a/common/ray.h +++ b/common/ray.h @@ -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 diff --git a/common/vector2d.cpp b/common/vector2d.cpp index 540b804..201ac00 100644 --- a/common/vector2d.cpp +++ b/common/vector2d.cpp @@ -1,6 +1,7 @@ #include "common/vector2d.h" +#include "common/common.h" +#include #include -#include // 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); } diff --git a/common/vector3d.cpp b/common/vector3d.cpp index cc301ba..fe48669 100644 --- a/common/vector3d.cpp +++ b/common/vector3d.cpp @@ -1,6 +1,7 @@ #include "common/vector3d.h" +#include "common/common.h" +#include #include -#include // 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 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); +} \ No newline at end of file diff --git a/common/vector3d.h b/common/vector3d.h index da1746d..f4baf83 100644 --- a/common/vector3d.h +++ b/common/vector3d.h @@ -1,6 +1,8 @@ #ifndef VECTOR3D_H #define VECTOR3D_H +#include + 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 orthoNormalized(Vector3d const &u, Vector3d const &v, Vector3d const &w); #endif diff --git a/primitive/infiniteplane.cpp b/primitive/infiniteplane.cpp index 34e4190..cc02f31 100644 --- a/primitive/infiniteplane.cpp +++ b/primitive/infiniteplane.cpp @@ -11,21 +11,30 @@ InfinitePlane::InfinitePlane(Vector3d const &origin, Vector3d const &normal, std // Primitive functions ///////////////////////////////////////////////////////// bool InfinitePlane::intersect(Ray &ray) const { - // IMPLEMENT ME! + 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 (cosine > 0) + return false; - // Determine whether the ray intersects the plane + // 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 < EPSILON || ray.length < t) + return false; - // (Optional for now) Set the normal + // Set the normal + // IMPLEMENT ME // Set the new length and the current primitive + ray.length = t; + ray.primitive = this; - return false; + // True, because the primitive was hit + return true; } // Bounding box //////////////////////////////////////////////////////////////// diff --git a/primitive/sphere.cpp b/primitive/sphere.cpp index d874e2e..fc4e76e 100644 --- a/primitive/sphere.cpp +++ b/primitive/sphere.cpp @@ -11,19 +11,46 @@ Sphere::Sphere(Vector3d const ¢er, float radius, std::shared_ptr con // Primitive functions ///////////////////////////////////////////////////////// bool Sphere::intersect(Ray &ray) const { - // IMPLEMENT ME! + // 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 + // Test whether the ray could intersect at all + if (discriminant < 0) + return false; + float const root = std::sqrt(discriminant); + + // 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); // Test whether this is the foremost primitive in front of the camera + if (t < EPSILON || ray.length < t) + return false; - // (Optional for now) Calculate the normal + // Calculate the normal + // IMPLEMENT ME - // (Optional for now) Calculate the surface position + // 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; - return false; + // True, because the primitive was hit + return true; } // Bounding box //////////////////////////////////////////////////////////////// diff --git a/primitive/triangle.cpp b/primitive/triangle.cpp index b029f81..ae98206 100644 --- a/primitive/triangle.cpp +++ b/primitive/triangle.cpp @@ -5,43 +5,116 @@ Triangle::Triangle(std::shared_ptr const &shader) : Primitive(shader) {} -Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr const &shader) - : Primitive(shader), vertex{a, b, c} {} +Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr 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 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 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 const &shader) +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 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 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::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; + } + }; -bool Triangle::intersect(Ray &ray) const { - // IMPLEMENT ME! + // begin ray-plane intersection ---------------------------- + Vector3d normal = normalized(crossProduct(vertex[2] - vertex[0], vertex[1] - vertex[0])); - // Determine whether the ray intersects the triangle + float const cosine = dotProduct(ray.direction, normal); - // Test whether this is the foremost primitive in front of the camera + if (abs(cosine) < EPSILON) + return false; - // (Optional for now) Calculate the normal + float const t = dotProduct(vertex[0] - ray.origin, normal) / cosine; - // (Optional for now) Calculate the surface position + if (t < EPSILON || ray.length < t) + return false; + + 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; + + // 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; - return false; + // 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])); } diff --git a/primitive/triangle.h b/primitive/triangle.h index 93bfebb..68591e2 100644 --- a/primitive/triangle.h +++ b/primitive/triangle.h @@ -9,22 +9,28 @@ public: // Constructor Triangle(std::shared_ptr const &shader); Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr const &shader); - Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, - Vector3d const &nc, std::shared_ptr 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 const &shader); + Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, std::shared_ptr 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 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 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; diff --git a/renderer/simplerenderer.cpp b/renderer/simplerenderer.cpp index f2aa85d..d455107 100644 --- a/renderer/simplerenderer.cpp +++ b/renderer/simplerenderer.cpp @@ -8,9 +8,54 @@ Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) { Texture image(width, height); - // Calculate the aspect ration + // Setup timer + std::chrono::steady_clock::time_point start, stop; + + // 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(height) / width; + for (int x = 0; x < image.width(); ++x) { + for (int y = 0; y < image.height(); ++y) { + Ray ray = camera.createRay((static_cast(x) / width * 2 - 1), -(static_cast(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>(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; - // Create the image by casting one ray into the scene for each pixel return image; } diff --git a/scene/scene.cpp b/scene/scene.cpp index dbe96cf..d9e183b 100644 --- a/scene/scene.cpp +++ b/scene/scene.cpp @@ -9,6 +9,19 @@ #include #include +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) { this->lights_.push_back(light); } void Scene::add(const std::shared_ptr &primitive) { diff --git a/scene/scene.h b/scene/scene.h index 5b5ccc4..2851914 100644 --- a/scene/scene.h +++ b/scene/scene.h @@ -11,7 +11,6 @@ // Forward declarations class Light; -class Primitive; class Shader; class Scene {