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

66
ex1.cpp
View file

@ -10,43 +10,45 @@
#include "shader/flatshader.h"
int main() {
// Let's create a simple cornell box scene...
SimpleScene scene;
int main()
{
// Let's create a simple cornell box scene...
SimpleScene scene;
// Add shaders for the walls
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 blue = std::make_shared<FlatShader>(Color(0.2f, 0.3f, 1.0f));
// Add shaders for the walls
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 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
auto green = std::make_shared<FlatShader>(Color(0.0f, 1.0f, 0.0f));
auto purple = std::make_shared<FlatShader>(Color(0.5f, 0.2f, 1.0f));
auto orange = std::make_shared<FlatShader>(Color(1.0f, 0.5f, 0.0f));
// Add shaders for the objects
auto green = std::make_shared<FlatShader>(Color(0.0f, 1.0f, 0.0f));
auto purple = std::make_shared<FlatShader>(Color(0.5f, 0.2f, 1.0f));
auto orange = std::make_shared<FlatShader>(Color(1.0f, 0.5f, 0.0f));
// 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), 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(+5.0f, 0.0f, 0.0f), Vector3d(-1.0f, 0.0f, 0.0f), blue));
scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
// 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), 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, +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(+5.0f, 0.0f, 0.0f), Vector3d(-1.0f, 0.0f, 0.0f), blue));
scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
// Add a sphere
scene.add(std::make_shared<Sphere>(Vector3d(-3.0f, 0.0f, 0.0f), 1.5f, green));
scene.add(std::make_shared<Triangle>(Vector3d(0.0f, -5.0f, -4.0f), Vector3d(0.0f, -3.0f, 0.0f),
Vector3d(5.0f, -2.0f, -3.0f), orange));
// Add a sphere
scene.add(std::make_shared<Sphere>(Vector3d(0.0f, 0.0f, 0.0f), 0.5f, green));
scene.add(std::make_shared<Triangle>(Vector3d(0.5f, 0.0f, 0.0f), Vector3d(-0.5f, 0.0f, 0.0f),
Vector3d(0.0f, 0.0f, 0.5f), orange));
// Set up the camera
PerspectiveCamera camera;
camera.setFovAngle(70);
camera.setPosition(Vector3d(-2.5f, 2.5f, -12.0f));
camera.setForwardDirection(Vector3d(0.0f, -0.33f, 1.0f));
camera.setUpDirection(Vector3d(0.2f, 1.0f, 0.0f));
// Set up the camera
PerspectiveCamera camera;
camera.setFovAngle(70);
camera.setPosition(Vector3d(0.0f, 4.0f, 0.0f));
camera.setForwardDirection(Vector3d(0.0f, -1.0f, 0.0f));
camera.setUpDirection(Vector3d(0.0f, 0.0f, 1.0f));
// Render the scene
SimpleRenderer renderer;
renderer.renderImage(scene, camera, 512, 512).save("result.png");
// Render the scene
SimpleRenderer renderer;
renderer.renderImage(scene, camera, 512, 512).save("result.png");
return 0;
return 0;
}

View file

@ -12,18 +12,20 @@ Sphere::Sphere(Vector3d const &center, float radius, std::shared_ptr<Shader> con
// Primitive functions /////////////////////////////////////////////////////////
bool Sphere::intersect(Ray &ray) const {
auto origin = ray.origin - this->center;
// Determine whether the ray intersects the sphere
float A = pow(ray.direction[Vector3d::Dimension::X], 2) +
pow(ray.direction[Vector3d::Dimension::Y], 2) +
pow(ray.direction[Vector3d::Dimension::Z], 2);
float B = 2 * (
ray.direction[Vector3d::Dimension::X] * ray.origin[Vector3d::Dimension::X] +
ray.direction[Vector3d::Dimension::Y] * ray.origin[Vector3d::Dimension::Y] +
ray.direction[Vector3d::Dimension::Z] * ray.origin[Vector3d::Dimension::Z]
ray.direction[Vector3d::Dimension::X] * origin[Vector3d::Dimension::X] +
ray.direction[Vector3d::Dimension::Y] * origin[Vector3d::Dimension::Y] +
ray.direction[Vector3d::Dimension::Z] * origin[Vector3d::Dimension::Z]
);
float C = pow(ray.origin[Vector3d::Dimension::X], 2) +
pow(ray.origin[Vector3d::Dimension::Y], 2) +
pow(ray.origin[Vector3d::Dimension::Z], 2) -
float C = pow(origin[Vector3d::Dimension::X], 2) +
pow(origin[Vector3d::Dimension::Y], 2) +
pow(origin[Vector3d::Dimension::Z], 2) -
pow(this->radius, 2);
float t = INFINITY;
@ -43,7 +45,18 @@ bool Sphere::intersect(Ray &ray) const {
}())};
float t0 = q / A;
float t1 = C / q;
t = std::min(t0, t1);
if (t0 < 0 && t1 < 0) {
return false;
}
if (t0 < 0) {
t = t1;
} else if (t1 < 0) {
t = t0;
} else {
t = std::min(t0, t1);
}
}
// Test whether this is the foremost primitive in front of the camera

View file

@ -3,43 +3,49 @@
// Constructor /////////////////////////////////////////////////////////////////
Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader) {}
Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader)
{}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c} {}
: Primitive(shader), vertex{a, b, c}
{}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
Vector3d const &nc, std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc} {}
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}
{}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb,
Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc} {}
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc}
{}
// Primitive functions /////////////////////////////////////////////////////////
bool Triangle::intersect(Ray &ray) const {
bool Triangle::intersect(Ray &ray) const
{
Vector3d edge1 = this->vertex[0] - 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);
// catch divided by 0
// catch divided by 0, in case the triangle plane is not hit
float dotDirectionNormalVector = dotProduct(ray.direction, normalVector);
if (dotDirectionNormalVector == 0) {
if (dotDirectionNormalVector == 0)
{
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;
// 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 leftSide = crossProduct(this->vertex[0] - this->vertex[2], p - this->vertex[2]);
Vector3d rightSide = crossProduct(p - this->vertex[1], this->vertex[2] - this->vertex[1]);
Vector3d leftSide = crossProduct(p - this->vertex[2], this->vertex[0] - this->vertex[2]);
float triangleAreaRightSide = length(rightSide) / 2;
float triangleAreaLeftSide = length(leftSide) / 2;
@ -51,20 +57,24 @@ bool Triangle::intersect(Ray &ray) const {
// 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;
}
if(dotProduct(normalVector, leftSide) < 0){
if (dotProduct(normalVector, leftSide) > 0)
{
return false;
}
if(dotProduct(normalVector, rightSide) < 0){
if (dotProduct(normalVector, rightSide) > 0)
{
return false;
}
// 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
return false;
}
@ -82,10 +92,12 @@ bool Triangle::intersect(Ray &ray) const {
// 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]));
}