#include #include #include #include #include #include #include #include #include #include "photon_tracer.hpp" #include "sampling.hpp" #include "area_light.hpp" #include "directional_light.hpp" #include "spot_light.hpp" using std::cout; using std::cerr; using std::endl; using std::ifstream; using std::ofstream; using std::ios; using std::setw; using std::vector; using std::pair; using std::numeric_limits; using namespace glm; #define ANSI_BOLD_YELLOW "\x1b[1;33m" #define ANSI_RESET_STYLE "\x1b[m" PhotonTracer::~PhotonTracer() { } vec3 PhotonTracer::trace_ray(Ray & r, Scene * s, unsigned int rec_level) const { const float radius = m_h_radius * m_h_radius; float t, _t, /*red, green, blue,*/ kr, r1, r2; Figure * _f; vec3 n, color, i_pos, ref, dir_spec_color, p_contrib, c_contrib, sample, amb_color; Ray mv_r, sr, rr; bool vis, is_area_light; AreaLight * al; Vec3 mn, mx; vector photons; vector caustics; t = numeric_limits::max(); _f = NULL; // Find the closest intersecting surface. for (size_t f = 0; f < s->m_figures.size(); f++) { if (s->m_figures[f]->intersect(r, _t) && _t < t) { t = _t; _f = s->m_figures[f]; } } // If this ray intersects something: if (_f != NULL) { // Take the intersection point and the normal of the surface at that point. i_pos = r.m_origin + (t * r.m_direction); n = _f->normal_at_int(r, t); is_area_light = false; // Check if the object is an area light; for (size_t l = 0; l < s->m_lights.size(); l++) { if (s->m_lights[l]->light_type() == Light::AREA && static_cast(s->m_lights[l])->m_figure == _f) is_area_light = true; } // If the object is an area light, return it's emission value. if (is_area_light) { return _f->m_mat->m_emission; // Check if the material is not reflective/refractive. } else if (!_f->m_mat->m_refract) { // Calculate the direct lighting. for (size_t l = 0; l < s->m_lights.size(); l++) { // For every light source vis = true; if (s->m_lights[l]->light_type() == Light::INFINITESIMAL) { // Cast a shadow ray to determine visibility. sr = Ray(s->m_lights[l]->direction(i_pos), i_pos + n * BIAS); for (size_t f = 0; f < s->m_figures.size(); f++) { if (s->m_figures[f]->intersect(sr, _t) && _t < s->m_lights[l]->distance(i_pos)) { vis = false; break; } } } else if (s->m_lights[l]->light_type() == Light::AREA) { // Cast a shadow ray towards a sample point on the surface of the light source. al = static_cast(s->m_lights[l]); al->sample_at_surface(); sr = Ray(al->direction(i_pos), i_pos + (n * BIAS)); for (size_t f = 0; f < s->m_figures.size(); f++) { // Avoid self-intersection with the light source. if (al->m_figure != s->m_figures[f]) { if (s->m_figures[f]->intersect(sr, _t) && _t < al->distance(i_pos)) { vis = false; break; } } } } // Evaluate the shading model accounting for visibility. dir_spec_color += vis ? s->m_lights[l]->specular(n, r, i_pos, *_f->m_mat) : vec3(0.0f); } // Calculate photon map contribution /* radius = m_h_radius; #ifdef ENABLE_KD_TREE Vec3 vmin(i_pos.x - m_h_radius, i_pos.y - m_h_radius, i_pos.z - m_h_radius); Vec3 vmax(i_pos.x + m_h_radius, i_pos.y + m_h_radius, i_pos.z + m_h_radius); photons = m_photon_map.findInRange(vmin, vmax); #else m_photon_map.find_by_distance(photons, i_pos, n, m_h_radius, 1000); #endif while(photons.size() == 0 && radius < 5.0) { radius *= 2; #ifdef ENABLE_KD_TREE vmin = Vec3(i_pos.x - m_h_radius, i_pos.y - m_h_radius, i_pos.z - m_h_radius); vmax = Vec3(i_pos.x + m_h_radius, i_pos.y + m_h_radius, i_pos.z + m_h_radius); photons = m_photon_map.findInRange(vmin, vmax); #else m_photon_map.find_by_distance(photons, i_pos, n, m_h_radius, 1000); #endif } radius = m_h_radius; #ifdef ENABLE_KD_TREE caustics = m_photon_map.findInRange(vmin, vmax); #else m_caustics_map.find_by_distance(caustics, i_pos, n, m_h_radius, 1000); #endif while(caustics.size() == 0 && radius < 5.0) { radius *= 2; #ifdef ENABLE_KD_TREE vmin = Vec3(i_pos.x - m_h_radius, i_pos.y - m_h_radius, i_pos.z - m_h_radius); vmax = Vec3(i_pos.x + m_h_radius, i_pos.y + m_h_radius, i_pos.z + m_h_radius); photons = m_caustics_map.findInRange(vmin, vmax); #else m_caustics_map.find_by_distance(caustics, i_pos, n, m_h_radius, 1000); #endif } for (Photon p : photons) { p.getColor(red, green, blue); p_contrib += vec3(red, green, blue); } p_contrib /= (1.0f - (2.0f / (3.0f * m_cone_filter_k))) * pi() * (radius * radius); for (PhotonAux p : caustics) { p.getColor(red, green, blue); c_contrib += vec3(red, green, blue); } c_contrib /= (1.0f - (2.0f / (3.0f * m_cone_filter_k))) * pi() * (radius * radius); */ float irrad[3]; float pos[3] {i_pos.x, i_pos.y, i_pos.z}; float normal[3] {n.x, n.y, n.z}; m_photon_map.irradiance_estimate(irrad, pos, normal, m_h_radius, m_max_s_photons); c_contrib = vec3(irrad[0], irrad[1], irrad[2]); c_contrib /= (1.0f - (2.0f / (3.0f * m_cone_filter_k))) * pi() * (radius); // Calculate environment light contribution vis = true; r1 = random01(); r2 = random01(); sample = sample_hemisphere(r1, r2); rotate_sample(sample, n); rr = Ray(normalize(sample), i_pos + (sample * BIAS)); // Cast a shadow ray to determine visibility. for (size_t f = 0; f < s->m_figures.size(); f++) { if (s->m_figures[f]->intersect(rr, _t)) { vis = false; break; } } amb_color = vis ? s->m_env->get_color(rr) * max(dot(n, rr.m_direction), 0.0f) / PDF : vec3(0.0f); color += (1.0f - _f->m_mat->m_rho) * (((p_contrib + c_contrib + amb_color) * (_f->m_mat->m_diffuse / pi())) + (_f->m_mat->m_specular * dir_spec_color)); // Determine the specular reflection color. if (_f->m_mat->m_rho > 0.0f && rec_level < m_max_depth) { rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS); color += _f->m_mat->m_rho * trace_ray(rr, s, rec_level + 1); } else if (_f->m_mat->m_rho > 0.0f && rec_level >= m_max_depth) return vec3(0.0f); } else { // If the material has transmission enabled, calculate the Fresnel term. kr = fresnel(r.m_direction, n, r.m_ref_index, _f->m_mat->m_ref_index); // Determine the specular reflection color. if (kr > 0.0f && rec_level < m_max_depth) { rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS); color += kr * trace_ray(rr, s, rec_level + 1); } else if (rec_level >= m_max_depth) return vec3(0.0f); // Determine the transmission color. if (_f->m_mat->m_refract && kr < 1.0f && rec_level < m_max_depth) { rr = Ray(normalize(refract(r.m_direction, n, r.m_ref_index / _f->m_mat->m_ref_index)), i_pos - n * BIAS, _f->m_mat->m_ref_index); color += (1.0f - kr) * trace_ray(rr, s, rec_level + 1); } else if (rec_level >= m_max_depth) return vec3(0.0f); } // Return final color. return _f->m_mat->m_emission + color; } else return s->m_env->get_color(r); } void PhotonTracer::photon_tracing(Scene * s, const size_t n_photons_per_ligth, const bool specular) { AreaLight * al = NULL; PointLight * pl = NULL; vec3 l_sample, s_normal, h_sample, power; Vec3 ls, dir; float r1, r2; PhotonAux ph; uint64_t total = 0, current = 0; vector
spec_figures; for (Light * light : s->m_lights) { total += light->light_type() == Light::AREA || (light->light_type() == Light::INFINITESIMAL && (dynamic_cast(light) == NULL || dynamic_cast(light) == NULL)) ? 1 : 0; } total *= static_cast(n_photons_per_ligth); // Separate specular objects to build the caustics photon map. if (specular) { for (Figure * sf : s->m_figures) if (sf->m_mat->m_refract || sf->m_mat->m_rho > 0.0f) spec_figures.push_back(sf); if (spec_figures.size() == 0) { cout << ANSI_BOLD_YELLOW << "There are no specular objects in the scene." << ANSI_RESET_STYLE << endl; cout << ANSI_BOLD_YELLOW << "Skipping caustics photon map." << ANSI_RESET_STYLE << endl; return; } else cout << "There " << (spec_figures.size() == 1 ? "is " : "are ") << ANSI_BOLD_YELLOW << spec_figures.size() << ANSI_RESET_STYLE << " specular " << (spec_figures.size() == 1 ? "object" : "objects") << " in the scene." << endl; } cout << "Tracing a total of " << ANSI_BOLD_YELLOW << total << ANSI_RESET_STYLE << " primary photons:" << endl; for (Light * l : s->m_lights) { /* Only area lights and point lights supported right now. */ if (l->light_type() == Light::INFINITESIMAL && (dynamic_cast(l) != NULL || dynamic_cast(l) != NULL)) continue; if (l->light_type() == Light::AREA) al = static_cast(l); else pl = static_cast(l); assert(pl != NULL || al != NULL); #pragma omp parallel for schedule(dynamic, 1) private(l_sample, s_normal, h_sample, r1, r2, power, ls, dir, ph) shared(al, pl, current) for (size_t p = 0; p < n_photons_per_ligth; p++) { if (al != NULL) { #pragma omp critical { l_sample = al->sample_at_surface(); s_normal = al->normal_at_last_sample(); } l_sample = l_sample + (BIAS * s_normal); if (!specular || (specular && spec_figures.size() == 0)) { // Generate photon from light source in random direction. r1 = random01(); r2 = random01(); h_sample = normalize(sample_hemisphere(r1, r2)); rotate_sample(h_sample, s_normal); } else { // Generate photon from light source in the direction of specular reflective objects. h_sample = normalize(spec_figures[p % spec_figures.size()]->sample_at_surface() - l_sample); } // Create the primary photon. power = (al->m_figure->m_mat->m_emission /* / static_cast(n_photons_per_ligth) */); } else if (pl != NULL) { l_sample = glm::vec3(pl->m_position.x, pl->m_position.y, pl->m_position.z); if (!specular || (specular && spec_figures.size() == 0)) { h_sample = normalize(sample_sphere(l_sample, 1.0f) - l_sample); } else { // Generate photon from light source in the direction of specular reflective objects. h_sample = normalize(spec_figures[p % spec_figures.size()]->sample_at_surface() - l_sample); } power = (pl->m_diffuse /* / static_cast(n_photons_per_ligth)*/ ); } ls = Vec3(l_sample.x, l_sample.y, l_sample.z); dir = Vec3(h_sample.x, h_sample.y, h_sample.z); ph = PhotonAux(ls, dir, power.r, power.g, power.b, 1.0f); trace_photon(ph, s, 0); #pragma omp atomic current++; } m_photon_map.scale_photon_power(1.0f / n_photons_per_ligth); cout << "\r" << setw(3) << static_cast((static_cast(current) / static_cast(total)) * 100.0) << "% done."; } cout << endl; cout << "Generated " << ANSI_BOLD_YELLOW << m_photon_map.stored_photons << ANSI_RESET_STYLE << " total photons." << endl; //m_photon_map.save_photon_list(specular ? "caustics.txt" : "photons.txt"); #ifdef SAVE_FILES string file_name = specular ? "caustics.txt" : "photons.txt"; cout << "Writing photons to \x1b[1;33m" << file_name << "\x1b[m" << endl; ofstream ofs(file_name, ios::out); for (int i = 0; i < m_photon_map.stored_photons; i++) { float r, g, b; float dir[3]; rgbe2float(r, g, b, m_photon_map.photons[i].power); m_photon_map.photon_dir(dir, &m_photon_map.photons[i]); ofs << m_photon_map.photons[i].pos[0] << " " << m_photon_map.photons[i].pos[1] << " " << m_photon_map.photons[i].pos[2] << " " << dir[0] << " " << dir[1] << " " << dir[2] << " " << r << " " << g << " " << b << " " << m_photon_map.photons[i].ref_index << endl; } ofs.close(); #endif } void PhotonTracer::build_photon_map(const char * photons_file, const bool caustics) { PhotonAux ph; float x, y, z, dx, dy, dz, r, g, b, rc; ifstream ifs; if (photons_file == NULL) return; ifs.open(photons_file); if (!ifs.is_open()) { cerr << "Failed to open the file " << photons_file << " for reading." << endl; exit(EXIT_FAILURE); } cout << "Reading photon definitions from " << ANSI_BOLD_YELLOW << photons_file << ANSI_RESET_STYLE << "." << endl; while (!ifs.eof()) { ifs >> x >> y >> z >> dx >> dy >> dz >> r >> g >> b >> rc; ph = PhotonAux(Vec3(x, y, z), Vec3(dx, dy, dz), r, g, b, rc); //m_photon_map.addPhoton(ph); float power[3] {r, g, b}; float pos[3] {x, y, z}; float dir[3] {dx, dy, dz}; m_photon_map.store(power, pos, dir, rc); } cout << "Read " << ANSI_BOLD_YELLOW << m_photon_map.stored_photons << ANSI_RESET_STYLE << " photons from the file." << endl; ifs.close(); build_photon_map(caustics); } void PhotonTracer::build_photon_map(const bool caustics) { cout << "Building photon map Kd-tree." << endl; #ifdef ENABLE_KD_TREE if (!caustics) m_photon_map.buildKdTree(); else m_caustics_map.buildKdTree(); #endif m_photon_map.balance(); } void PhotonTracer::trace_photon(PhotonAux & ph, Scene * s, const unsigned int rec_level) { PhotonAux photon; float t, _t, red, green, blue; Figure * _f; vec3 n, color, i_pos, sample, ph_dir, ph_pos; Vec3 p_pos, p_dir; Ray r; float kr, r1, r2; t = numeric_limits::max(); _f = NULL; ph.getColor(red, green, blue); // Find the closest intersecting surface. r = Ray(ph.direction.x, ph.direction.y, ph.direction.z, ph.position.x, ph.position.y, ph.position.z); for (size_t f = 0; f < s->m_figures.size(); f++) { if (s->m_figures[f]->intersect(r, _t) && _t < t) { t = _t; _f = s->m_figures[f]; } } // If this ray intersects something: if (_f != NULL) { // Take the intersection point and the normal of the surface at that point. i_pos = r.m_origin + (t * r.m_direction); n = _f->normal_at_int(r, t); // Store the diffuse photon and trace. if (!_f->m_mat->m_refract){ #pragma omp critical { p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z); p_dir = Vec3(-ph.direction.x, -ph.direction.y, -ph.direction.z); photon = PhotonAux(p_pos, p_dir, red, green, blue, ph.ref_index); //m_photon_map.addPhoton(photon); float power[3] {red, green, blue}; float pos[3] {p_pos.x, p_pos.y, p_pos.z}; float dir[3] {p_dir.x, p_dir.y, p_dir.z}; m_photon_map.store(power, pos, dir, ph.ref_index); } // Generate a photon for diffuse reflection. r1 = random01(); r2 = random01(); sample = sample_hemisphere(r1, r2); rotate_sample(sample, n); normalize(sample); color = (1.0f - _f->m_mat->m_rho) * (vec3(red, green, blue) * (_f->m_mat->m_diffuse / pi())); p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z); p_dir = Vec3(sample.x, sample.y, sample.z); photon = PhotonAux(p_pos, p_dir, color.r, color.g, color.b, ph.ref_index); // Trace diffuse-reflected photon. if (rec_level < m_max_depth) trace_photon(photon, s, rec_level + 1); // Trace specular reflected photon. if (_f->m_mat->m_rho > 0.0f && rec_level < m_max_depth) { color = (_f->m_mat->m_rho) * vec3(red, green, blue); i_pos += n * BIAS; p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z); ph_dir = normalize(reflect(vec3(ph.direction.x, ph.direction.y, ph.direction.z), n)); p_dir = Vec3(ph_dir.x, ph_dir.y, ph_dir.z); photon = PhotonAux(p_pos, p_dir, color.r, color.g, color.b, ph.ref_index); trace_photon(photon, s, rec_level + 1); } } else if (_f->m_mat->m_refract && rec_level < m_max_depth) { // If the material has transmission enabled, calculate the Fresnel term. kr = fresnel(r.m_direction, n, ph.ref_index, _f->m_mat->m_ref_index); // Trace the reflected photon. if (kr > 0.0f) { color = kr * vec3(red, green, blue); i_pos += n * BIAS; p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z); ph_dir = normalize(reflect(vec3(ph.direction.x, ph.direction.y, ph.direction.z), n)); p_dir = Vec3(ph_dir.x, ph_dir.y, ph_dir.z); photon = PhotonAux(p_pos, p_dir, color.r, color.g, color.b, ph.ref_index); trace_photon(photon, s, rec_level + 1); } // Trace the transmitted photon. if (kr < 1.0f) { color = (1.0f - kr) * vec3(red, green, blue); i_pos -= n * (2 * BIAS); p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z); ph_dir = normalize(refract(vec3(ph.direction.x, ph.direction.y, ph.direction.z), n, ph.ref_index / _f->m_mat->m_ref_index)); p_dir = Vec3(ph_dir.x, ph_dir.y, ph_dir.z); photon = PhotonAux(p_pos, p_dir, color.r, color.g, color.b, _f->m_mat->m_ref_index); trace_photon(photon, s, rec_level + 1); } } } }