Added camera abstraction.
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55
tracer.cpp
55
tracer.cpp
@@ -1,23 +1,17 @@
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#include <cstdlib>
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#include <glm/gtc/constants.hpp>
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#include "tracer.hpp"
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using namespace glm;
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using glm::dot;
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using glm::normalize;
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using glm::refract;
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const float BIAS = 0.000001f;
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const vec3 BCKG_COLOR = vec3(1.0f);
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float Tracer::random01() const {
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return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
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}
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float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const {
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float cos_t1 = dot(i, n);
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float cos_t2 = dot(normalize(refract(i, n, ir1 / ir2)), n);
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float sin_t2 = (ir1 / ir2) * sqrt(1.0f - (cos_t2 * cos_t2));
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float sin_t2 = (ir1 / ir2) * glm::sqrt(1.0f - (cos_t2 * cos_t2));
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if (sin_t2 >= 1.0f)
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return 1.0f;
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@@ -27,44 +21,3 @@ float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const flo
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return ((fr_par * fr_par) + (fr_per * fr_per)) / 2.0f;
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}
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vec2 Tracer::sample_pixel(int i, int j) const {
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float pxNDC;
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float pyNDC;
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float pxS;
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float pyS;
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pyNDC = (static_cast<float>(i) + random01()) / m_h;
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pyS = (1.0f - (2.0f * pyNDC)) * tan(radians(m_fov / 2));
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pxNDC = (static_cast<float>(j) + random01()) / m_w;
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pxS = (2.0f * pxNDC) - 1.0f;
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pxS *= m_a_ratio * tan(radians(m_fov / 2));
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return vec2(pxS, pyS);
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}
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/* Helper functions pretty much taken from scratchapixel.com */
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void Tracer::create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) const {
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if (abs(n.x) > abs(n.y))
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nt = normalize(vec3(n.z, 0.0f, -n.x));
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else
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nt = normalize(vec3(0.0f, -n.z, n.y));
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nb = normalize(cross(n, nt));
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}
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vec3 Tracer::sample_hemisphere(const float r1, const float r2) const {
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float sin_t = sqrt(1.0f - (r1 * r1));
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float phi = 2 * pi<float>() * r2;
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float x = sin_t * cos(phi);
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float z = sin_t * sin(phi);
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return vec3(x, r1, z);
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}
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void Tracer::rotate_sample(vec3 & sample, const vec3 & n) const {
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vec3 nt, nb;
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mat3 rot_m;
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create_coords_system(n, nt, nb);
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sample = vec3(sample.x * nb.x + sample.y * n.x + sample.z * nt.x,
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sample.x * nb.y + sample.y * n.y + sample.z * nt.y,
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sample.x * nb.z + sample.y * n.z + sample.z * nt.z);
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}
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