Fixes, Changes and Crumbles
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c7f6974b58
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3 changed files with 86 additions and 59 deletions
18
ex1.cpp
18
ex1.cpp
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@ -10,7 +10,8 @@
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#include "shader/flatshader.h"
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#include "shader/flatshader.h"
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int main() {
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int main()
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{
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// Let's create a simple cornell box scene...
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// Let's create a simple cornell box scene...
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SimpleScene scene;
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SimpleScene scene;
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@ -18,6 +19,7 @@ int main() {
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auto red = std::make_shared<FlatShader>(Color(1.0f, 0.3f, 0.2f));
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auto red = std::make_shared<FlatShader>(Color(1.0f, 0.3f, 0.2f));
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auto white = std::make_shared<FlatShader>(Color(1.0f, 1.0f, 1.0f));
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auto white = std::make_shared<FlatShader>(Color(1.0f, 1.0f, 1.0f));
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auto blue = std::make_shared<FlatShader>(Color(0.2f, 0.3f, 1.0f));
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auto blue = std::make_shared<FlatShader>(Color(0.2f, 0.3f, 1.0f));
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auto black = std::make_shared<FlatShader>(Color(0, 0, 0));
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// Add shaders for the objects
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// Add shaders for the objects
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auto green = std::make_shared<FlatShader>(Color(0.0f, 1.0f, 0.0f));
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auto green = std::make_shared<FlatShader>(Color(0.0f, 1.0f, 0.0f));
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@ -25,7 +27,7 @@ int main() {
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auto orange = std::make_shared<FlatShader>(Color(1.0f, 0.5f, 0.0f));
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auto orange = std::make_shared<FlatShader>(Color(1.0f, 0.5f, 0.0f));
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// Set up the cornell box walls
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// Set up the cornell box walls
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), purple));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), black));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), purple));
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), purple));
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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(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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@ -33,16 +35,16 @@ int main() {
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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<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
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// Add a sphere
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// Add a sphere
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scene.add(std::make_shared<Sphere>(Vector3d(-3.0f, 0.0f, 0.0f), 1.5f, green));
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scene.add(std::make_shared<Sphere>(Vector3d(0.0f, 0.0f, 0.0f), 0.5f, green));
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scene.add(std::make_shared<Triangle>(Vector3d(0.0f, -5.0f, -4.0f), Vector3d(0.0f, -3.0f, 0.0f),
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scene.add(std::make_shared<Triangle>(Vector3d(0.5f, 0.0f, 0.0f), Vector3d(-0.5f, 0.0f, 0.0f),
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Vector3d(5.0f, -2.0f, -3.0f), orange));
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Vector3d(0.0f, 0.0f, 0.5f), orange));
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// Set up the camera
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// Set up the camera
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PerspectiveCamera camera;
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PerspectiveCamera camera;
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camera.setFovAngle(70);
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camera.setFovAngle(70);
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camera.setPosition(Vector3d(-2.5f, 2.5f, -12.0f));
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camera.setPosition(Vector3d(0.0f, 4.0f, 0.0f));
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camera.setForwardDirection(Vector3d(0.0f, -0.33f, 1.0f));
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camera.setForwardDirection(Vector3d(0.0f, -1.0f, 0.0f));
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camera.setUpDirection(Vector3d(0.2f, 1.0f, 0.0f));
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camera.setUpDirection(Vector3d(0.0f, 0.0f, 1.0f));
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// Render the scene
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// Render the scene
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SimpleRenderer renderer;
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SimpleRenderer renderer;
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@ -12,18 +12,20 @@ Sphere::Sphere(Vector3d const ¢er, float radius, std::shared_ptr<Shader> con
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// Primitive functions /////////////////////////////////////////////////////////
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// Primitive functions /////////////////////////////////////////////////////////
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bool Sphere::intersect(Ray &ray) const {
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bool Sphere::intersect(Ray &ray) const {
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auto origin = ray.origin - this->center;
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// Determine whether the ray intersects the sphere
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// Determine whether the ray intersects the sphere
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float A = pow(ray.direction[Vector3d::Dimension::X], 2) +
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float A = pow(ray.direction[Vector3d::Dimension::X], 2) +
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pow(ray.direction[Vector3d::Dimension::Y], 2) +
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pow(ray.direction[Vector3d::Dimension::Y], 2) +
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pow(ray.direction[Vector3d::Dimension::Z], 2);
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pow(ray.direction[Vector3d::Dimension::Z], 2);
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float B = 2 * (
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float B = 2 * (
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ray.direction[Vector3d::Dimension::X] * ray.origin[Vector3d::Dimension::X] +
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ray.direction[Vector3d::Dimension::X] * origin[Vector3d::Dimension::X] +
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ray.direction[Vector3d::Dimension::Y] * ray.origin[Vector3d::Dimension::Y] +
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ray.direction[Vector3d::Dimension::Y] * origin[Vector3d::Dimension::Y] +
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ray.direction[Vector3d::Dimension::Z] * ray.origin[Vector3d::Dimension::Z]
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ray.direction[Vector3d::Dimension::Z] * origin[Vector3d::Dimension::Z]
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);
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);
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float C = pow(ray.origin[Vector3d::Dimension::X], 2) +
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float C = pow(origin[Vector3d::Dimension::X], 2) +
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pow(ray.origin[Vector3d::Dimension::Y], 2) +
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pow(origin[Vector3d::Dimension::Y], 2) +
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pow(ray.origin[Vector3d::Dimension::Z], 2) -
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pow(origin[Vector3d::Dimension::Z], 2) -
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pow(this->radius, 2);
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pow(this->radius, 2);
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float t = INFINITY;
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float t = INFINITY;
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@ -43,8 +45,19 @@ bool Sphere::intersect(Ray &ray) const {
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}())};
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}())};
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float t0 = q / A;
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float t0 = q / A;
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float t1 = C / q;
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float t1 = C / q;
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if (t0 < 0 && t1 < 0) {
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return false;
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}
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if (t0 < 0) {
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t = t1;
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} else if (t1 < 0) {
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t = t0;
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} else {
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t = std::min(t0, t1);
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t = std::min(t0, t1);
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}
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}
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}
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// Test whether this is the foremost primitive in front of the camera
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// Test whether this is the foremost primitive in front of the camera
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if (t >= ray.length) {
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if (t >= ray.length) {
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@ -3,43 +3,49 @@
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// Constructor /////////////////////////////////////////////////////////////////
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// Constructor /////////////////////////////////////////////////////////////////
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Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader) {}
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Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader)
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{}
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Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader)
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Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader)
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: Primitive(shader), vertex{a, b, c} {}
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: Primitive(shader), vertex{a, b, c}
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{}
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Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
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Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
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Vector3d const &nc, std::shared_ptr<Shader> const &shader)
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Vector3d const &nc, std::shared_ptr<Shader> const &shader)
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: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc} {}
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: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}
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{}
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Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
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Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
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Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
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Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
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std::shared_ptr<Shader> const &shader)
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std::shared_ptr<Shader> const &shader)
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: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc} {}
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: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc}
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{}
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// Primitive functions /////////////////////////////////////////////////////////
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// Primitive functions /////////////////////////////////////////////////////////
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bool Triangle::intersect(Ray &ray) const {
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bool Triangle::intersect(Ray &ray) const
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{
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Vector3d edge1 = this->vertex[0] - this->vertex[2];
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Vector3d edge1 = this->vertex[0] - this->vertex[2];
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Vector3d edge2 = this->vertex[1] - this->vertex[2];
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Vector3d edge2 = this->vertex[1] - this->vertex[2];
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Vector3d normalVector = crossProduct(edge1, edge2);
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Vector3d normalVector = normalized(crossProduct(edge1, edge2));
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float d = dotProduct(this->vertex[0], normalVector) / length(normalVector);
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float d = dotProduct(this->vertex[0], normalVector) / length(normalVector);
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// catch divided by 0
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// catch divided by 0, in case the triangle plane is not hit
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float dotDirectionNormalVector = dotProduct(ray.direction, normalVector);
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float dotDirectionNormalVector = dotProduct(ray.direction, normalVector);
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if (dotDirectionNormalVector == 0) {
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if (dotDirectionNormalVector == 0)
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{
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return false;
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return false;
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}
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}
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float t = (d - dotProduct(ray.origin, ray.direction)) / dotDirectionNormalVector;
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float t = (d - dotProduct(ray.origin, normalVector)) / dotDirectionNormalVector;
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Vector3d p = ray.origin + t * ray.direction;
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Vector3d p = ray.origin + t * ray.direction;
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// Barycentric Coordinates a,b to determine if intersect with Triangle
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// Barycentric Coordinates a,b to determine if intersect with Triangle
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float triangleArea = length(normalVector) / 2;
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float triangleArea = length(crossProduct(this->vertex[2] - this->vertex[0], this->vertex[1] - this->vertex[0])) / 2;
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Vector3d rightSide = crossProduct(this->vertex[2] - this->vertex[1], p - this->vertex[1]);
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Vector3d rightSide = crossProduct(p - this->vertex[1], this->vertex[2] - this->vertex[1]);
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Vector3d leftSide = crossProduct(this->vertex[0] - this->vertex[2], p - this->vertex[2]);
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Vector3d leftSide = crossProduct(p - this->vertex[2], this->vertex[0] - this->vertex[2]);
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float triangleAreaRightSide = length(rightSide) / 2;
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float triangleAreaRightSide = length(rightSide) / 2;
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float triangleAreaLeftSide = length(leftSide) / 2;
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float triangleAreaLeftSide = length(leftSide) / 2;
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@ -51,20 +57,24 @@ bool Triangle::intersect(Ray &ray) const {
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// Determine whether the ray intersects the triangle
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// Determine whether the ray intersects the triangle
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if(1.0f - a - b >= 1.0f || 0.0f >= a || 0.0f >= b){
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if (a < 0 || a > 1 || b < 0 || a+b > 1)
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{
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return false;
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return false;
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}
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}
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if(dotProduct(normalVector, leftSide) < 0){
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if (dotProduct(normalVector, leftSide) > 0)
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{
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return false;
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return false;
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}
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}
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if(dotProduct(normalVector, rightSide) < 0){
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if (dotProduct(normalVector, rightSide) > 0)
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{
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return false;
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return false;
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}
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}
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// Test whether this is the foremost primitive in front of the camera
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// Test whether this is the foremost primitive in front of the camera
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if (t >= ray.length) {
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if (t >= ray.length)
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{
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//it is bigger so further away
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//it is bigger so further away
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return false;
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return false;
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}
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}
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@ -82,10 +92,12 @@ bool Triangle::intersect(Ray &ray) const {
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// Bounding box ////////////////////////////////////////////////////////////////
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// Bounding box ////////////////////////////////////////////////////////////////
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float Triangle::minimumBounds(int dimension) const {
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float Triangle::minimumBounds(int dimension) const
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{
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return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension]));
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return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension]));
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}
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}
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float Triangle::maximumBounds(int dimension) const {
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float Triangle::maximumBounds(int dimension) const
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{
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return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension]));
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return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension]));
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}
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}
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