some beautiful scenes, dont render DOFScene it takes 8hours ahaha we need gpu acceleration
This commit is contained in:
parent
ffaaa7e814
commit
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9 changed files with 287 additions and 47 deletions
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@ -9,6 +9,13 @@ if(NOT WIN32)
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find_package(X11 REQUIRED)
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endif()
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find_path(EIGEN_DIR NAMES signature_of_eigen3_matrix_library
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PATHS
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C:/Program Files/Eigen3
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PATH_SUFFIXES eigen3 eigen
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)
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include_directories(${EIGEN_DIR})
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# This directory
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include_directories(${CMAKE_CURRENT_SOURCE_DIR})
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if(APPLE)
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@ -78,6 +85,9 @@ endif()
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add_executable(fancy1 fancy1.cpp)
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target_link_libraries(fancy1 tracey)
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add_executable(DOFScene DOFScene.cpp)
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target_link_libraries(DOFScene tracey)
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set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -O0")
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set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -O0")
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123
DOFScene.cpp
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123
DOFScene.cpp
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@ -0,0 +1,123 @@
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#include <iostream>
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#include <string>
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#include <shader/refractionshader.h>
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#include "camera/perspectivecamera.h"
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#include "renderer/simplerenderer.h"
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#include "scene/simplescene.h"
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#include "primitive/box.h"
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#include "primitive/infiniteplane.h"
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#include "primitive/objmodel.h"
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#include "primitive/sphere.h"
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#include "shader/brdfshader.h"
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#include "shader/lambertshader.h"
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#include "shader/mirrorshader.h"
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#include "shader/phongshader.h"
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#include "shader/cooktorranceshader.h"
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#include "renderer/depthoffieldrenderer.h"
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#include "light/ambientlight.h"
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#include "light/pointlight.h"
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#include "light/spotlight.h"
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#include "post_processing/bloom.h"
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int main() {
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// Let's create a simple scene...
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SimpleScene scene;
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// Set up the camera
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PerspectiveCamera camera;
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camera.setFovAngle(90.0f);
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camera.setPosition(Vector3d(0.0f, 0.0f, -10.0f));
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camera.setForwardDirection(Vector3d(0.0f, 0.0f, 1.0f));
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camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
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// Add shaders
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auto mirror = std::make_shared<MirrorShader>();
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auto white = std::make_shared<LambertShader>(Color(0.9f, 0.9f, 0.9f));
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auto red = std::make_shared<LambertShader>(Color(1.0f, 0.3f, 0.2f));
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auto blue = std::make_shared<LambertShader>(Color(0.2f, 0.3f, 1.0f));
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auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
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auto gold= std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 1.0f, 0.0f), 1.2f, 0.2f);
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auto blueMetallic = std::make_shared<BrdfShader>("../data/blue-metallic-paint.binary", Color(7.0f, 7.0f, 7.0f));
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auto darkRed = std::make_shared<BrdfShader>("../data/dark-red-paint.binary", Color(7.0f, 7.0f, 7.0f));
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auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
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// Set up the walls
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// ---------------------------------------------------------------------------
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), mirror));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), mirror));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, +5.0f, 0.0f), Vector3d(0.0f, -1.0f, 0.0f), white));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, +1.0f, 0.0f), white));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(+5.0f, 0.0f, 0.0f), Vector3d(-1.0f, 0.0f, 0.0f), blue));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
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scene.add(std::make_shared<Sphere>(Vector3d(-5.0f, 0.0f, 0.0f), 1.0f, blueMetallic));
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scene.add(std::make_shared<Sphere>(Vector3d(-2.0f, 5.0f, 0.0f), 1.0f, orange));
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scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 4.0f, 0.0f), 1.0f, orange));
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scene.add(std::make_shared<Sphere>(Vector3d(3.0f, 4.0f, -2.0f), 1.0f, glass));
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scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 3.0f, 4.0f), 1.0f, orange));
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scene.add(std::make_shared<Sphere>(Vector3d(-3.0f, 3.0f, 2.0f), 1.0f, orange));
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scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 1.0f, 0.0f), 1.0f, mirror));
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scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -3.0f, 0.0f), 1.0f, darkRed));
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scene.add(std::make_shared<Sphere>(Vector3d(5.0f, 0.0f, 0.0f), 1.0f, darkRed));
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scene.add(std::make_shared<Sphere>(Vector3d(-5.0f, -3.3f, -4.0f), 1.0f, mirror));
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// Add the teapot
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auto ship = std::make_shared<ObjModel>(gold);
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ship->loadObj("../data/NewObjects/Random/Ship.obj", Vector3d(0.07f, 0.07f, 0.07f), Vector3d(-1.0f, -5.0f, 0.0f));
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scene.add(ship);
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// Add ambient light
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scene.add(std::make_shared<AmbientLight>(0.15f));
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scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 4.0f, -4.0f), 7.0f));
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scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 2.5f, -4.0f), 7.0f));
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// Render the scene
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// SimpleRenderer renderer;
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// renderer.renderImage(scene, camera, 1024, 1024).save("result.png");
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// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
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// focalLength = the area which is in focus
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DOFRenderer renderer(0.2, 100, 10.0f);
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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int width = 1920;
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Texture image = renderer.renderImage(scene, camera, width, width / 16 * 9);
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// Use post-processing Bloom effect
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// Bloom bloomEffect = Bloom(image.getImage());
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// Texture imageWithBloom = image;
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// imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
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// save images
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image.save("result.png");
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CImg<float> CImgOfImage = image.getImage();
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CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
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cimg_forXYC(CImgOfImage,x,y,c) {
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img_8bit(x,y,c) = (unsigned char)std::round(CImgOfImage(x, y, c) * 255);
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}
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CImgDisplay disp(img_8bit, "My Rendered Image",0, false, false);
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while (!disp.is_closed()) {
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disp.wait();
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disp.display(img_8bit);
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if (disp.is_resized()) {
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disp.resize();
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}
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}
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// image.save("resultWithBloom");
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return 0;
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}
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@ -1,20 +1,137 @@
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#include <scene/simplescene.h>
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#include <camera/perspectivecamera.h>
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#include <shader/materialshader.h>
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#include <primitive/sphere.h>
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#include <light/ambientlight.h>
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#include <light/pointlight.h>
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#include <renderer/depthoffieldrenderer.h>
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#include <post_processing/bloom.h>
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#include <primitive/objmodel.h>
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#include <shader/lambertshader.h>
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#include <renderer/simplerenderer.h>
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#include <shader/brdfshader.h>
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#include <thread>
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#include <conio.h>
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#include <shader/cooktorranceshader.h>
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#include <shader/phongshader.h>
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#include <primitive/infiniteplane.h>
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#include <light/spotlight.h>
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#include <shader/cloudshader.h>
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#include <shader/mirrorshader.h>
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#include <shader/refractionshader.h>
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#include <primitive/triangle.h>
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#include <shader/simpleshadowshader.h>
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#include <light/sunlight.h>
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int main()
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{
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SimpleScene scene;
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scene.setEnvironmentMap(std::make_shared<Texture>("../data/clear_blue_sky.jpg"));
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// scene.setEnvironmentMap(std::make_shared<Texture>("../data/TychoSkymapII.t5_04096x02048.png"));
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scene.setBackgroundColor(Color(0.1,0.1,0.1));
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// Set up the camera
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PerspectiveCamera camera;
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camera.setFovAngle(90.0f);
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camera.setPosition(Vector3d(0.0f, 0.0f, -10.0f));
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camera.setForwardDirection(Vector3d(0.0f, 0.0f, 1.0f));
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camera.setPosition(Vector3d(0.0f, -2.0f, -5.0f));
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camera.setForwardDirection(Vector3d(1.0f, 0.1f, 0.2f));
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// Final camera Position
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// camera.setPosition(Vector3d(0.0f, -4.9f, 0.0f));
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// camera.setForwardDirection(Vector3d(1.0f, 0.2f, 0.0f));
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camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
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// Shader
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auto gold = std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 0.08f, 0.58f), 1.2f, 0.2f);
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auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
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auto white = std::make_shared<LambertShader>(Color(0.9f, 0.9f, 0.9f));
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auto fiona_color = std::make_shared<PhongShader>(Color(0.4f, 1.0f, 0.f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
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auto mirror = std::make_shared<MirrorShader>();
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auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
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// BRDF
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auto gold_metallic_paint2 = std::make_shared<BrdfShader>("../data/BRDF/gold-metallic-paint2.binary", Color(7.0f, 7.0f, 7.0f));
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auto alumina_oxide = std::make_shared<BrdfShader>("../data/BRDF/alumina-oxide.binary", Color(7.0f, 7.0f, 7.0f));
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// Make Objects
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auto house = std::make_shared<ObjModel>(alumina_oxide);
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auto temple = std::make_shared<ObjModel>(gold_metallic_paint2);
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house->loadObj("../data/NewObjects/house/objBuilding.obj", Vector3d(1.0f, 1.0f, 1.0f), Vector3d(20.0f, -6.0f, 10.0f));
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temple->loadObj("../data/NewObjects/Random/Temple.obj", Vector3d(0.1f, 0.1f, 0.1f), Vector3d(30.0f, -6.0f, -10.0f));
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// Setup ground and sky
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// Add floor
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, 1.0f, 0.0f), white));
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// Add clouds
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auto cloudSettings = CloudSettings();
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cloudSettings.scale = 16.0f;
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auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
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scene.add(std::make_shared<Box>(Vector3d(30.0f, 10.0f, 0.0f), Vector3d(75.0f, 10.0f, 75.0f), cloudShader));
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// Insert Objects
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scene.add(house);
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scene.add(temple);
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scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -2.0f, -5.0f), 0.5f, mirror));
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// Light
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auto mainLight = std::make_shared<SunLight>(Vector3d(-10.0f, -0.5f, -1.0f), 2.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f));
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scene.add(mainLight);
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scene.add(std::make_shared<AmbientLight>(0.1f));
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// Render
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SimpleRenderer rendererTest;
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int width = 1920;
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Texture imageSceneToTest = rendererTest.renderImage(scene, camera, width, width/16 * 9);
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// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
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// focalLength = the area which is in focus
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// DOFRenderer renderer(0.2, 100, 70.0f);
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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// Texture image = renderer.renderImage(scene, camera, 1920, 1080);
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// Use post-processing Bloom effect
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/*
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Bloom bloomEffect = Bloom(image.getImage());
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Texture imageWithBloom = image;
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imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
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*/
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// save images
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// imageSceneToTest.save("result.png");
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// image.save("result.png");
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// image.save("resultWithBloom");
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CImg<float> image = imageSceneToTest.getImage();
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CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
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cimg_forXYC(image,x,y,c) {
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img_8bit(x,y,c) = (unsigned char)std::round(image(x, y, c) * 255);
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}
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CImgDisplay disp(img_8bit, "My Rendered Image",0, false, false);
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while (!disp.is_closed()) {
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disp.wait();
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disp.display(img_8bit);
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if (disp.is_resized()) {
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disp.resize();
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}
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}
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return 0;
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}
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}
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@ -85,7 +85,7 @@ Color Texture::color(Vector2d const &surfacePosition, bool interpolate) const {
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return color(surfacePosition.u, surfacePosition.v, interpolate);
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}
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CImg<float> Texture::getImage() {
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CImg<float>& Texture::getImage() {
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return image_;
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}
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Color color(float u, float v, bool interpolate = true) const;
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Color color(Vector2d const &surfacePosition, bool interpolate = true) const;
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CImg<float> getImage();
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CImg<float>& getImage();
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private:
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CImg<float> image_;
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int main() {
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// Let's create a simple cornell box scene...
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SimpleScene scene;
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scene.setEnvironmentMap(std::make_shared<Texture>("data/lion_env.png"));
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scene.setEnvironmentMap(std::make_shared<Texture>("../data/lion_env.png"));
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auto mirror = std::make_shared<MirrorShader>();
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auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
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auto blueMetallic = std::make_shared<BrdfShader>("../data/blue-metallic-paint.binary", Color(7.0f, 7.0f, 7.0f));
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auto darkRed = std::make_shared<BrdfShader>("../data/dark-red-paint.binary", Color(7.0f, 7.0f, 7.0f));
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// DOF Shader
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bool dofShader = true;
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// Set up the walls
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#include <chrono>
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#include "depthoffieldrenderer.h"
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#include <iomanip>
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#include "post_processing/bloom.h"
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DOFRenderer::DOFRenderer(float _aperture, int _secondaryRayCount, float _focalLength) : aperture(_aperture),
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std::cout << "Paths: " << rays << std::endl;
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std::cout << "Paths per second: " << std::fixed << std::setprecision(0) << rays / seconds << std::endl;
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// Post-processing
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// Bloom shader
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image.save("original.png");
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Bloom bloomEffect = Bloom(image.getImage());
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image.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
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return image;
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}
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@ -8,42 +8,42 @@ BrdfShader::BrdfShader(char const *fileName, Color const &scale)
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: scale(scale), brdf(std::make_unique<BRDFRead>(fileName)) {}
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Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
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// Calculate theta and phi
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float thetaIn = std::acos(dotProduct(-ray.normal, ray.direction));
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float phiIn = 0.0f;
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// Calculate theta and phi
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float thetaIn = std::acos(dotProduct(-ray.normal, ray.direction));
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float phiIn = 0.0f;
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// Derive local coordinate system
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Vector3d const x = crossProduct(-ray.direction, ray.normal);
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Vector3d const y = crossProduct(ray.normal, x);
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// Derive local coordinate system
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Vector3d const x = crossProduct(-ray.direction, ray.normal);
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Vector3d const y = crossProduct(ray.normal, x);
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// Accumulate the light over all light sources
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Color illuminationColor;
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for (const auto &light : scene.lights()) {
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Light::Illumination illum;
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illum = light->illuminate(scene, ray);
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// Accumulate the light over all light sources
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Color illuminationColor;
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for (const auto &light : scene.lights()) {
|
||||
Light::Illumination illum;
|
||||
illum = light->illuminate(scene, ray);
|
||||
|
||||
// Diffuse term
|
||||
float const cosine = dotProduct(-illum.direction, ray.normal);
|
||||
if (cosine > 0) {
|
||||
Color color;
|
||||
// Diffuse term
|
||||
float const cosine = dotProduct(-illum.direction, ray.normal);
|
||||
if (cosine > 0) {
|
||||
Color color;
|
||||
|
||||
// Avoid numeric instability
|
||||
if (cosine < 1) {
|
||||
float const thetaOut = std::acos(cosine);
|
||||
// Avoid numeric instability
|
||||
if (cosine < 1) {
|
||||
float const thetaOut = std::acos(cosine);
|
||||
|
||||
// Project outgoing vector into local coordinate system
|
||||
Vector3d const c = crossProduct(-illum.direction, ray.normal);
|
||||
float const phiOut = std::atan2(dotProduct(c, y), dotProduct(c, x));
|
||||
// Project outgoing vector into local coordinate system
|
||||
Vector3d const c = crossProduct(-illum.direction, ray.normal);
|
||||
float const phiOut = std::atan2(dotProduct(c, y), dotProduct(c, x));
|
||||
|
||||
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, thetaOut, phiOut));
|
||||
} else {
|
||||
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, 0, 0));
|
||||
}
|
||||
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, thetaOut, phiOut));
|
||||
} else {
|
||||
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, 0, 0));
|
||||
}
|
||||
|
||||
// Calculate colors
|
||||
Color const diffuseColor = scale * color * cosine;
|
||||
illuminationColor += diffuseColor * illum.color;
|
||||
// Calculate colors
|
||||
Color const diffuseColor = scale * color * cosine;
|
||||
illuminationColor += diffuseColor * illum.color;
|
||||
}
|
||||
}
|
||||
}
|
||||
return illuminationColor;
|
||||
return illuminationColor;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue