Fixes, Changes and Crumbles

This commit is contained in:
Maximilian Giller 2022-11-10 17:31:50 +01:00
parent c7f6974b58
commit ef79acef73
3 changed files with 86 additions and 59 deletions

18
ex1.cpp
View file

@ -10,7 +10,8 @@
#include "shader/flatshader.h" #include "shader/flatshader.h"
int main() { int main()
{
// Let's create a simple cornell box scene... // Let's create a simple cornell box scene...
SimpleScene scene; SimpleScene scene;
@ -18,6 +19,7 @@ int main() {
auto red = std::make_shared<FlatShader>(Color(1.0f, 0.3f, 0.2f)); auto red = std::make_shared<FlatShader>(Color(1.0f, 0.3f, 0.2f));
auto white = std::make_shared<FlatShader>(Color(1.0f, 1.0f, 1.0f)); auto white = std::make_shared<FlatShader>(Color(1.0f, 1.0f, 1.0f));
auto blue = std::make_shared<FlatShader>(Color(0.2f, 0.3f, 1.0f)); auto blue = std::make_shared<FlatShader>(Color(0.2f, 0.3f, 1.0f));
auto black = std::make_shared<FlatShader>(Color(0, 0, 0));
// Add shaders for the objects // Add shaders for the objects
auto green = std::make_shared<FlatShader>(Color(0.0f, 1.0f, 0.0f)); auto green = std::make_shared<FlatShader>(Color(0.0f, 1.0f, 0.0f));
@ -25,7 +27,7 @@ int main() {
auto orange = std::make_shared<FlatShader>(Color(1.0f, 0.5f, 0.0f)); auto orange = std::make_shared<FlatShader>(Color(1.0f, 0.5f, 0.0f));
// Set up the cornell box walls // Set up the cornell box walls
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), purple)); scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), black));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), purple)); scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), purple));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, +5.0f, 0.0f), Vector3d(0.0f, -1.0f, 0.0f), white)); scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, +5.0f, 0.0f), Vector3d(0.0f, -1.0f, 0.0f), white));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, +1.0f, 0.0f), white)); scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, +1.0f, 0.0f), white));
@ -33,16 +35,16 @@ int main() {
scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red)); scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
// Add a sphere // Add a sphere
scene.add(std::make_shared<Sphere>(Vector3d(-3.0f, 0.0f, 0.0f), 1.5f, green)); scene.add(std::make_shared<Sphere>(Vector3d(0.0f, 0.0f, 0.0f), 0.5f, green));
scene.add(std::make_shared<Triangle>(Vector3d(0.0f, -5.0f, -4.0f), Vector3d(0.0f, -3.0f, 0.0f), scene.add(std::make_shared<Triangle>(Vector3d(0.5f, 0.0f, 0.0f), Vector3d(-0.5f, 0.0f, 0.0f),
Vector3d(5.0f, -2.0f, -3.0f), orange)); Vector3d(0.0f, 0.0f, 0.5f), orange));
// Set up the camera // Set up the camera
PerspectiveCamera camera; PerspectiveCamera camera;
camera.setFovAngle(70); camera.setFovAngle(70);
camera.setPosition(Vector3d(-2.5f, 2.5f, -12.0f)); camera.setPosition(Vector3d(0.0f, 4.0f, 0.0f));
camera.setForwardDirection(Vector3d(0.0f, -0.33f, 1.0f)); camera.setForwardDirection(Vector3d(0.0f, -1.0f, 0.0f));
camera.setUpDirection(Vector3d(0.2f, 1.0f, 0.0f)); camera.setUpDirection(Vector3d(0.0f, 0.0f, 1.0f));
// Render the scene // Render the scene
SimpleRenderer renderer; SimpleRenderer renderer;

View file

@ -12,18 +12,20 @@ Sphere::Sphere(Vector3d const &center, float radius, std::shared_ptr<Shader> con
// Primitive functions ///////////////////////////////////////////////////////// // Primitive functions /////////////////////////////////////////////////////////
bool Sphere::intersect(Ray &ray) const { bool Sphere::intersect(Ray &ray) const {
auto origin = ray.origin - this->center;
// Determine whether the ray intersects the sphere // Determine whether the ray intersects the sphere
float A = pow(ray.direction[Vector3d::Dimension::X], 2) + float A = pow(ray.direction[Vector3d::Dimension::X], 2) +
pow(ray.direction[Vector3d::Dimension::Y], 2) + pow(ray.direction[Vector3d::Dimension::Y], 2) +
pow(ray.direction[Vector3d::Dimension::Z], 2); pow(ray.direction[Vector3d::Dimension::Z], 2);
float B = 2 * ( float B = 2 * (
ray.direction[Vector3d::Dimension::X] * ray.origin[Vector3d::Dimension::X] + ray.direction[Vector3d::Dimension::X] * origin[Vector3d::Dimension::X] +
ray.direction[Vector3d::Dimension::Y] * ray.origin[Vector3d::Dimension::Y] + ray.direction[Vector3d::Dimension::Y] * origin[Vector3d::Dimension::Y] +
ray.direction[Vector3d::Dimension::Z] * ray.origin[Vector3d::Dimension::Z] ray.direction[Vector3d::Dimension::Z] * origin[Vector3d::Dimension::Z]
); );
float C = pow(ray.origin[Vector3d::Dimension::X], 2) + float C = pow(origin[Vector3d::Dimension::X], 2) +
pow(ray.origin[Vector3d::Dimension::Y], 2) + pow(origin[Vector3d::Dimension::Y], 2) +
pow(ray.origin[Vector3d::Dimension::Z], 2) - pow(origin[Vector3d::Dimension::Z], 2) -
pow(this->radius, 2); pow(this->radius, 2);
float t = INFINITY; float t = INFINITY;
@ -43,8 +45,19 @@ bool Sphere::intersect(Ray &ray) const {
}())}; }())};
float t0 = q / A; float t0 = q / A;
float t1 = C / q; float t1 = C / q;
if (t0 < 0 && t1 < 0) {
return false;
}
if (t0 < 0) {
t = t1;
} else if (t1 < 0) {
t = t0;
} else {
t = std::min(t0, t1); t = std::min(t0, t1);
} }
}
// Test whether this is the foremost primitive in front of the camera // Test whether this is the foremost primitive in front of the camera
if (t >= ray.length) { if (t >= ray.length) {

View file

@ -3,43 +3,49 @@
// Constructor ///////////////////////////////////////////////////////////////// // 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) Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c} {} : Primitive(shader), vertex{a, b, c}
{}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, 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) Vector3d const &nc, std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc} {} : 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, 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, Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
std::shared_ptr<Shader> const &shader) std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc} {} : Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc}
{}
// Primitive functions ///////////////////////////////////////////////////////// // Primitive functions /////////////////////////////////////////////////////////
bool Triangle::intersect(Ray &ray) const { bool Triangle::intersect(Ray &ray) const
{
Vector3d edge1 = this->vertex[0] - this->vertex[2]; Vector3d edge1 = this->vertex[0] - this->vertex[2];
Vector3d edge2 = this->vertex[1] - this->vertex[2]; Vector3d edge2 = this->vertex[1] - this->vertex[2];
Vector3d normalVector = crossProduct(edge1, edge2); Vector3d normalVector = normalized(crossProduct(edge1, edge2));
float d = dotProduct(this->vertex[0], normalVector) / length(normalVector); float d = dotProduct(this->vertex[0], normalVector) / length(normalVector);
// catch divided by 0 // catch divided by 0, in case the triangle plane is not hit
float dotDirectionNormalVector = dotProduct(ray.direction, normalVector); float dotDirectionNormalVector = dotProduct(ray.direction, normalVector);
if (dotDirectionNormalVector == 0) { if (dotDirectionNormalVector == 0)
{
return false; return false;
} }
float t = (d - dotProduct(ray.origin, ray.direction)) / dotDirectionNormalVector; float t = (d - dotProduct(ray.origin, normalVector)) / dotDirectionNormalVector;
Vector3d p = ray.origin + t * ray.direction; Vector3d p = ray.origin + t * ray.direction;
// Barycentric Coordinates a,b to determine if intersect with Triangle // Barycentric Coordinates a,b to determine if intersect with Triangle
float triangleArea = length(normalVector) / 2; float triangleArea = length(crossProduct(this->vertex[2] - this->vertex[0], this->vertex[1] - this->vertex[0])) / 2;
Vector3d rightSide = crossProduct(this->vertex[2] - this->vertex[1], p - this->vertex[1]); Vector3d rightSide = crossProduct(p - this->vertex[1], this->vertex[2] - this->vertex[1]);
Vector3d leftSide = crossProduct(this->vertex[0] - this->vertex[2], p - this->vertex[2]); Vector3d leftSide = crossProduct(p - this->vertex[2], this->vertex[0] - this->vertex[2]);
float triangleAreaRightSide = length(rightSide) / 2; float triangleAreaRightSide = length(rightSide) / 2;
float triangleAreaLeftSide = length(leftSide) / 2; float triangleAreaLeftSide = length(leftSide) / 2;
@ -51,20 +57,24 @@ bool Triangle::intersect(Ray &ray) const {
// Determine whether the ray intersects the triangle // Determine whether the ray intersects the triangle
if(1.0f - a - b >= 1.0f || 0.0f >= a || 0.0f >= b){ if (a < 0 || a > 1 || b < 0 || a+b > 1)
{
return false; return false;
} }
if(dotProduct(normalVector, leftSide) < 0){ if (dotProduct(normalVector, leftSide) > 0)
{
return false; return false;
} }
if(dotProduct(normalVector, rightSide) < 0){ if (dotProduct(normalVector, rightSide) > 0)
{
return false; return false;
} }
// Test whether this is the foremost primitive in front of the camera // Test whether this is the foremost primitive in front of the camera
if (t >= ray.length) { if (t >= ray.length)
{
//it is bigger so further away //it is bigger so further away
return false; return false;
} }
@ -82,10 +92,12 @@ bool Triangle::intersect(Ray &ray) const {
// Bounding box //////////////////////////////////////////////////////////////// // Bounding box ////////////////////////////////////////////////////////////////
float Triangle::minimumBounds(int dimension) const { float Triangle::minimumBounds(int dimension) const
{
return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension])); return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension]));
} }
float Triangle::maximumBounds(int dimension) const { float Triangle::maximumBounds(int dimension) const
{
return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension])); return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension]));
} }