Added camera abstraction.
This commit is contained in:
2
Makefile
2
Makefile
@@ -1,6 +1,6 @@
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CXX = g++
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CXX = g++
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TARGET = ray
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TARGET = ray
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OBJECTS = main.o disk.o plane.o sphere.o directional_light.o phong_brdf.o point_light.o spot_light.o tracer.o path_tracer.o whitted_tracer.o
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OBJECTS = main.o sampling.o camera.o disk.o plane.o sphere.o directional_light.o phong_brdf.o point_light.o spot_light.o tracer.o path_tracer.o whitted_tracer.o
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DEPENDS = $(OBJECTS:.o=.d)
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DEPENDS = $(OBJECTS:.o=.d)
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CXXFLAGS = -ansi -pedantic -Wall -DGLM_FORCE_RADIANS -fopenmp
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CXXFLAGS = -ansi -pedantic -Wall -DGLM_FORCE_RADIANS -fopenmp
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LDLIBS = -lfreeimage
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LDLIBS = -lfreeimage
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64
camera.cpp
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64
camera.cpp
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@@ -0,0 +1,64 @@
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#include <glm/gtx/rotate_vector.hpp>
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#include "camera.hpp"
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#include "sampling.hpp"
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using glm::vec4;
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using glm::rotate;
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using glm::radians;
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using glm::cross;
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void Camera::reset() {
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m_inv_view_matrix = inverse(lookAt(m_eye, m_look, m_up));
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}
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void Camera::translate(vec3 t) {
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mat4 t_matrix = glm::translate(mat4(1.0f), t);
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vec4 new_eye = t_matrix * vec4(m_eye, 1.0f);
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vec4 new_look = t_matrix * vec4(m_look, 1.0f);
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m_eye = vec3(new_eye.x, new_eye.y, new_eye.z);
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m_look = vec3(new_look.x, new_look.y, new_look.z);
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reset();
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}
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void Camera::pitch(float angle) {
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vec3 view_dir = normalize(m_look - m_eye);
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vec3 left = cross(view_dir, m_up);
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view_dir = rotate(view_dir, radians(angle), left);
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m_up = normalize(rotate(m_up, radians(angle), left));
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m_look = m_eye + view_dir;
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reset();
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}
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void Camera::yaw(float angle) {
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vec3 view_dir = rotate(normalize(m_look - m_eye), radians(angle), m_up);
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m_look = m_eye + view_dir;
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reset();
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}
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void Camera::roll(float angle) {
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m_up = normalize(rotate(m_up, radians(angle), normalize(m_look - m_eye)));
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reset();
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}
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void Camera::view_to_world(Ray & r) const {
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vec4 dir = m_inv_view_matrix * vec4(r.m_direction, 0.0f);
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vec4 orig = m_inv_view_matrix * vec4(r.m_origin, 1.0f);
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r.m_direction = vec3(dir.x, dir.y, dir.z);
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r.m_origin = vec3(orig.x, orig.y, orig.z);
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}
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vec2 Camera::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)) * glm::tan(radians(m_fov / 2.0f));
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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 * glm::tan(radians(m_fov / 2.0f));
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return vec2(pxS, pyS);
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}
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51
camera.hpp
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51
camera.hpp
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@@ -0,0 +1,51 @@
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#pragma once
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#ifndef CAMERA_HPP
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#define CAMERA_HPP
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "ray.hpp"
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using glm::mat4;
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using glm::vec2;
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using glm::vec3;
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using glm::normalize;
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using glm::lookAt;
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using glm::inverse;
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class Camera {
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public:
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int m_h;
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int m_w;
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float m_fov;
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float m_a_ratio;
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vec3 m_eye;
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vec3 m_look;
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vec3 m_up;
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Camera(int h = 480, int w = 640, float fov = 90.0f, vec3 _e = vec3(0.0f), vec3 _l = vec3(0.0f, 0.0f, -1.0f), vec3 _u = vec3(0.0f, 1.0f, 0.0f)):
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m_h(h),
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m_w(w),
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m_fov(fov),
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m_eye(_e),
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m_look(_l),
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m_up(normalize(_u))
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{
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m_a_ratio = static_cast<float>(w) / static_cast<float>(h);
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m_inv_view_matrix = inverse(lookAt(_e, _l, _u));
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}
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void reset();
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void translate(vec3 t);
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void pitch(float angle);
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void yaw(float angle);
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void roll(float angle);
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vec2 sample_pixel(int i, int j) const;
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void view_to_world(Ray & r) const;
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private:
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mat4 m_inv_view_matrix;
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};
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#endif
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51
main.cpp
51
main.cpp
@@ -11,6 +11,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <FreeImage.h>
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#include <FreeImage.h>
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#include "camera.hpp"
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#include "ray.hpp"
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#include "ray.hpp"
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#include "figure.hpp"
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#include "figure.hpp"
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#include "sphere.hpp"
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#include "sphere.hpp"
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@@ -32,10 +33,10 @@ using namespace glm;
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////////////////////////////////////////////
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////////////////////////////////////////////
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// Function prototypes.
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// Function prototypes.
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////////////////////////////////////////////
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////////////////////////////////////////////
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static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_4(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void print_usage(char ** const argv);
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static void print_usage(char ** const argv);
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static void parse_args(int argc, char ** const argv);
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static void parse_args(int argc, char ** const argv);
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@@ -70,30 +71,31 @@ int main(int argc, char ** argv) {
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Tracer * tracer;
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Tracer * tracer;
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size_t total;
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size_t total;
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size_t current = 0;
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size_t current = 0;
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mat4x4 i_model_view;
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vec4 dir, orig;
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FIBITMAP * output_bitmap;
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FIBITMAP * output_bitmap;
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FREE_IMAGE_FORMAT fif;
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FREE_IMAGE_FORMAT fif;
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BYTE * bits;
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BYTE * bits;
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int bpp;
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int bpp;
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Camera * cam;
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parse_args(argc, argv);
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parse_args(argc, argv);
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// Initialize everything.
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// Initialize everything.
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FreeImage_Initialise();
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FreeImage_Initialise();
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cam = new Camera(g_h, g_w, g_fov);
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image = new vec3*[g_h];
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image = new vec3*[g_h];
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for (int i = 0; i < g_h; i++) {
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for (int i = 0; i < g_h; i++) {
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image[i] = new vec3[g_w];
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image[i] = new vec3[g_w];
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}
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}
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scene_2(figures, lights, i_model_view);
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scene_2(figures, lights, cam);
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// Create the tracer object.
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// Create the tracer object.
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if (g_tracer == WHITTED)
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if (g_tracer == WHITTED)
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tracer = static_cast<Tracer *>(new WhittedTracer(g_h, g_w, g_fov, g_max_depth));
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tracer = static_cast<Tracer *>(new WhittedTracer(g_max_depth));
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else if(g_tracer == MONTE_CARLO)
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else if(g_tracer == MONTE_CARLO)
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tracer = static_cast<Tracer *>(new PathTracer(g_h, g_w, g_fov, g_max_depth));
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tracer = static_cast<Tracer *>(new PathTracer(g_max_depth));
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else if(g_tracer == JENSEN) {
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else if(g_tracer == JENSEN) {
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cerr << "Photon mapping coming soon." << endl;
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cerr << "Photon mapping coming soon." << endl;
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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@@ -102,17 +104,16 @@ int main(int argc, char ** argv) {
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print_usage(argv);
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print_usage(argv);
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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// Generate the image.
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// Generate the image.
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total = g_h * g_w * g_samples;
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total = g_h * g_w * g_samples;
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#pragma omp parallel for schedule(dynamic, 1) private(r, sample, dir, orig) shared(current)
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#pragma omp parallel for schedule(dynamic, 1) private(r, sample) shared(current)
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for (int i = 0; i < g_h; i++) {
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for (int i = 0; i < g_h; i++) {
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for (int j = 0; j < g_w; j++) {
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for (int j = 0; j < g_w; j++) {
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for (int k = 0; k < g_samples; k++) {
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for (int k = 0; k < g_samples; k++) {
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sample = tracer->sample_pixel(i, j);
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sample = cam->sample_pixel(i, j);
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dir = i_model_view * normalize(vec4(sample, -0.5f, 1.0f) - vec4(0.0f, 0.0f, 0.0f, 1.0f));
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r = Ray(normalize(vec3(sample, -0.5f) - vec3(0.0f)), vec3(0.0f));
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orig = i_model_view * vec4(0.0f, 0.0f, 0.0f, 1.0f);
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cam->view_to_world(r);
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r = Ray(dir.x, dir.y, dir.z, orig.x, orig.y, orig.z);
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image[i][j] += tracer->trace_ray(r, figures, lights, 0);
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image[i][j] += tracer->trace_ray(r, figures, lights, 0);
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#pragma omp atomic
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#pragma omp atomic
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current++;
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current++;
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@@ -146,6 +147,7 @@ int main(int argc, char ** argv) {
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if (g_out_file_name != NULL)
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if (g_out_file_name != NULL)
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free(g_out_file_name);
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free(g_out_file_name);
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delete cam;
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delete tracer;
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delete tracer;
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for (size_t i = 0; i < figures.size(); i++) {
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for (size_t i = 0; i < figures.size(); i++) {
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@@ -292,7 +294,7 @@ void parse_args(int argc, char ** const argv) {
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g_input_file = argv[optind];
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g_input_file = argv[optind];
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}
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}
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Sphere * s;
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Plane * p;
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Plane * p;
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Disk * d;
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Disk * d;
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@@ -367,12 +369,12 @@ void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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vl.push_back(static_cast<Light *>(l));
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vl.push_back(static_cast<Light *>(l));
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}
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}
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Sphere * s;
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Plane * p;
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Plane * p;
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Disk * d;
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Disk * d;
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PointLight * l;
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PointLight * l;
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s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
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s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.2f;
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s->m_mat->m_rho = 0.2f;
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@@ -435,14 +437,19 @@ void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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vl.push_back(static_cast<Light *>(l));
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vl.push_back(static_cast<Light *>(l));
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}
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}
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Sphere * s;
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Plane * p;
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Plane * p;
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DirectionalLight * l;
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DirectionalLight * l;
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vec3 eye = vec3(0.0f, 1.5f, 0.0f);
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vec3 eye = vec3(0.0f, 1.5f, 0.0f);
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vec3 center = vec3(0.0f, 0.0f, -2.0f);
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vec3 center = vec3(0.0f, 0.0f, -2.0f);
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vec3 left = vec3(-1.0f, 0.0f, 0.0f);
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vec3 left = vec3(-1.0f, 0.0f, 0.0f);
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vec3 up = cross(center - eye, left);
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c->m_eye = eye;
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c->m_look = center;
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c->m_up = cross(normalize(center - eye), left);
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c->translate(vec3(1.0f, 0.0f, 0.0f));
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c->roll(15.0f);
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s = new Sphere(0.0f, -0.15f, -2.0f, 1.0f);
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s = new Sphere(0.0f, -0.15f, -2.0f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.0f);
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@@ -498,11 +505,9 @@ void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
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l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
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l->m_diffuse = vec3(0.5f);
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l->m_diffuse = vec3(0.5f);
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vl.push_back(static_cast<Light *>(l));
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vl.push_back(static_cast<Light *>(l));
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i_model_view = inverse(lookAt(eye, center, up));
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}
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}
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Sphere * s;
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Plane * p;
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Plane * p;
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BIN
output.png
BIN
output.png
Binary file not shown.
Before Width: | Height: | Size: 545 KiB After Width: | Height: | Size: 546 KiB |
@@ -3,14 +3,13 @@
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/constants.hpp>
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#include "path_tracer.hpp"
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#include "path_tracer.hpp"
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#include "sampling.hpp"
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using std::numeric_limits;
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using std::numeric_limits;
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using namespace glm;
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using namespace glm;
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PathTracer::~PathTracer() { }
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PathTracer::~PathTracer() { }
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static const float PDF = (1.0f / (2.0f * pi<float>()));
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vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const {
|
vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const {
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float t, _t;
|
float t, _t;
|
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Figure * _f;
|
Figure * _f;
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@@ -121,5 +120,5 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
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return clamp(color, 0.0f, 1.0f);
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return clamp(color, 0.0f, 1.0f);
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|
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} else
|
} else
|
||||||
return /*vec3(0.0f)*/ BCKG_COLOR;
|
return BCKG_COLOR;
|
||||||
}
|
}
|
||||||
|
@@ -8,7 +8,7 @@ class PathTracer: public Tracer {
|
|||||||
public:
|
public:
|
||||||
PathTracer(): Tracer() { }
|
PathTracer(): Tracer() { }
|
||||||
|
|
||||||
PathTracer(int h, int w, float fov, unsigned int max_depth): Tracer(h, w, fov, max_depth) { };
|
PathTracer(unsigned int max_depth): Tracer(max_depth) { };
|
||||||
|
|
||||||
virtual ~PathTracer();
|
virtual ~PathTracer();
|
||||||
|
|
||||||
|
45
sampling.cpp
Normal file
45
sampling.cpp
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
#include <cstdlib>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/constants.hpp>
|
||||||
|
|
||||||
|
#include "sampling.hpp"
|
||||||
|
|
||||||
|
using glm::mat3;
|
||||||
|
using glm::abs;
|
||||||
|
using glm::normalize;
|
||||||
|
using glm::cross;
|
||||||
|
using glm::pi;
|
||||||
|
|
||||||
|
const float PDF = (1.0f / (2.0f * pi<float>()));
|
||||||
|
|
||||||
|
float random01() {
|
||||||
|
return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Sampling functions pretty much taken from scratchapixel.com */
|
||||||
|
void create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) {
|
||||||
|
if (abs(n.x) > abs(n.y))
|
||||||
|
nt = normalize(vec3(n.z, 0.0f, -n.x));
|
||||||
|
else
|
||||||
|
nt = normalize(vec3(0.0f, -n.z, n.y));
|
||||||
|
nb = normalize(cross(n, nt));
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sample_hemisphere(const float r1, float r2) {
|
||||||
|
float sin_t = glm::sqrt(1.0f - (r1 * r1));
|
||||||
|
float phi = 2 * pi<float>() * r2;
|
||||||
|
float x = sin_t * glm::cos(phi);
|
||||||
|
float z = sin_t * glm::sin(phi);
|
||||||
|
return vec3(x, r1, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
void rotate_sample(vec3 & sample, vec3 & n) {
|
||||||
|
vec3 nt, nb;
|
||||||
|
mat3 rot_m;
|
||||||
|
|
||||||
|
create_coords_system(n, nt, nb);
|
||||||
|
sample = vec3(sample.x * nb.x + sample.y * n.x + sample.z * nt.x,
|
||||||
|
sample.x * nb.y + sample.y * n.y + sample.z * nt.y,
|
||||||
|
sample.x * nb.z + sample.y * n.z + sample.z * nt.z);
|
||||||
|
}
|
16
sampling.hpp
Normal file
16
sampling.hpp
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#pragma once
|
||||||
|
#ifndef SAMPLING_HPP
|
||||||
|
#define SAMPLING_HPP
|
||||||
|
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
|
|
||||||
|
using glm::vec3;
|
||||||
|
|
||||||
|
extern const float PDF;
|
||||||
|
|
||||||
|
extern float random01();
|
||||||
|
extern void create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb);
|
||||||
|
extern vec3 sample_hemisphere(const float r1, float r2);
|
||||||
|
extern void rotate_sample(vec3 & sample, vec3 & n);
|
||||||
|
|
||||||
|
#endif
|
55
tracer.cpp
55
tracer.cpp
@@ -1,23 +1,17 @@
|
|||||||
#include <cstdlib>
|
|
||||||
|
|
||||||
#include <glm/gtc/constants.hpp>
|
|
||||||
|
|
||||||
#include "tracer.hpp"
|
#include "tracer.hpp"
|
||||||
|
|
||||||
using namespace glm;
|
using glm::dot;
|
||||||
|
using glm::normalize;
|
||||||
|
using glm::refract;
|
||||||
|
|
||||||
const float BIAS = 0.000001f;
|
const float BIAS = 0.000001f;
|
||||||
|
|
||||||
const vec3 BCKG_COLOR = vec3(1.0f);
|
const vec3 BCKG_COLOR = vec3(1.0f);
|
||||||
|
|
||||||
float Tracer::random01() const {
|
|
||||||
return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
|
|
||||||
}
|
|
||||||
|
|
||||||
float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const {
|
float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const {
|
||||||
float cos_t1 = dot(i, n);
|
float cos_t1 = dot(i, n);
|
||||||
float cos_t2 = dot(normalize(refract(i, n, ir1 / ir2)), n);
|
float cos_t2 = dot(normalize(refract(i, n, ir1 / ir2)), n);
|
||||||
float sin_t2 = (ir1 / ir2) * sqrt(1.0f - (cos_t2 * cos_t2));
|
float sin_t2 = (ir1 / ir2) * glm::sqrt(1.0f - (cos_t2 * cos_t2));
|
||||||
|
|
||||||
if (sin_t2 >= 1.0f)
|
if (sin_t2 >= 1.0f)
|
||||||
return 1.0f;
|
return 1.0f;
|
||||||
@@ -27,44 +21,3 @@ float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const flo
|
|||||||
|
|
||||||
return ((fr_par * fr_par) + (fr_per * fr_per)) / 2.0f;
|
return ((fr_par * fr_par) + (fr_per * fr_per)) / 2.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec2 Tracer::sample_pixel(int i, int j) const {
|
|
||||||
float pxNDC;
|
|
||||||
float pyNDC;
|
|
||||||
float pxS;
|
|
||||||
float pyS;
|
|
||||||
pyNDC = (static_cast<float>(i) + random01()) / m_h;
|
|
||||||
pyS = (1.0f - (2.0f * pyNDC)) * tan(radians(m_fov / 2));
|
|
||||||
pxNDC = (static_cast<float>(j) + random01()) / m_w;
|
|
||||||
pxS = (2.0f * pxNDC) - 1.0f;
|
|
||||||
pxS *= m_a_ratio * tan(radians(m_fov / 2));
|
|
||||||
|
|
||||||
return vec2(pxS, pyS);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Helper functions pretty much taken from scratchapixel.com */
|
|
||||||
void Tracer::create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) const {
|
|
||||||
if (abs(n.x) > abs(n.y))
|
|
||||||
nt = normalize(vec3(n.z, 0.0f, -n.x));
|
|
||||||
else
|
|
||||||
nt = normalize(vec3(0.0f, -n.z, n.y));
|
|
||||||
nb = normalize(cross(n, nt));
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 Tracer::sample_hemisphere(const float r1, const float r2) const {
|
|
||||||
float sin_t = sqrt(1.0f - (r1 * r1));
|
|
||||||
float phi = 2 * pi<float>() * r2;
|
|
||||||
float x = sin_t * cos(phi);
|
|
||||||
float z = sin_t * sin(phi);
|
|
||||||
return vec3(x, r1, z);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Tracer::rotate_sample(vec3 & sample, const vec3 & n) const {
|
|
||||||
vec3 nt, nb;
|
|
||||||
mat3 rot_m;
|
|
||||||
|
|
||||||
create_coords_system(n, nt, nb);
|
|
||||||
sample = vec3(sample.x * nb.x + sample.y * n.x + sample.z * nt.x,
|
|
||||||
sample.x * nb.y + sample.y * n.y + sample.z * nt.y,
|
|
||||||
sample.x * nb.z + sample.y * n.z + sample.z * nt.z);
|
|
||||||
}
|
|
||||||
|
15
tracer.hpp
15
tracer.hpp
@@ -20,29 +20,18 @@ extern const vec3 BCKG_COLOR;
|
|||||||
|
|
||||||
class Tracer {
|
class Tracer {
|
||||||
public:
|
public:
|
||||||
int m_h;
|
|
||||||
int m_w;
|
|
||||||
float m_fov;
|
|
||||||
float m_a_ratio;
|
|
||||||
unsigned int m_max_depth;
|
unsigned int m_max_depth;
|
||||||
|
|
||||||
Tracer(): m_h(480), m_w(640), m_fov(90.0f), m_a_ratio(640.0f / 480.0f), m_max_depth(5) { }
|
Tracer(): m_max_depth(5) { }
|
||||||
|
|
||||||
Tracer(int h, int w, float fov, unsigned int max_depth): m_h(h), m_w(w), m_fov(fov), m_max_depth(max_depth) {
|
Tracer(unsigned int max_depth): m_max_depth(max_depth) { }
|
||||||
m_a_ratio = static_cast<float>(w) / static_cast<float>(h);
|
|
||||||
};
|
|
||||||
|
|
||||||
virtual ~Tracer() { }
|
virtual ~Tracer() { }
|
||||||
|
|
||||||
vec2 sample_pixel(int i, int j) const;
|
|
||||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const = 0;
|
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const = 0;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
float random01() const;
|
|
||||||
float fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const;
|
float fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const;
|
||||||
void create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) const;
|
|
||||||
vec3 sample_hemisphere(const float r1, const float r2) const;
|
|
||||||
void rotate_sample(vec3 & sample, const vec3 & n) const;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@@ -8,7 +8,7 @@ class WhittedTracer: public Tracer {
|
|||||||
public:
|
public:
|
||||||
WhittedTracer(): Tracer() { }
|
WhittedTracer(): Tracer() { }
|
||||||
|
|
||||||
WhittedTracer(int h, int w, float fov, unsigned int max_depth): Tracer(h, w, fov, max_depth) { };
|
WhittedTracer(unsigned int max_depth): Tracer(max_depth) { };
|
||||||
|
|
||||||
virtual ~WhittedTracer();
|
virtual ~WhittedTracer();
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user