#include #include #include #include #include #include "tracer.hpp" #define PI 3.14159265358979f #define SHININESS 89.0f #define MAX_RECURSION 9 #define BIAS 0.000001f using namespace std; using std::numeric_limits; using glm::normalize; using glm::radians; using glm::dot; using glm::reflect; using glm::clamp; static const vec3 BCKG_COLOR = vec3(0.16f, 0.66f, 0.72f); static inline float max(float a, float b) { return a >= b ? a : b; } static inline float random01() { return static_cast(rand()) / static_cast(RAND_MAX); } Tracer::Tracer(): m_h(480), m_w(640), m_fov(90.0f), m_a_ratio(640.0f / 480.0f) {} Tracer::Tracer(int h, int w, float fov): m_h(h), m_w(w), m_fov(fov) { m_a_ratio = static_cast(w) / static_cast(h); } vec2 Tracer::sample_pixel(int i, int j) const { float pxNDC; float pyNDC; float pxS; float pyS; pyNDC = (static_cast(i) + random01()) / m_h; pyS = (1.0f - (2.0f * pyNDC)) * tan(radians(m_fov) / 2); pxNDC = (static_cast(j) + random01()) / m_w; pxS = (2.0f * pxNDC) - 1.0f; pxS *= m_a_ratio * tan(radians(m_fov) / 2); return vec2(pxS, pyS); } vec3 Tracer::trace_ray(Ray & r, vector
& vf, vector & vl, unsigned int rec_level) const { size_t f_index; float t, _t, n_dot_l; Figure * _f; vec3 n, color, i_pos, ref; Ray sr, rr; bool vis; t = numeric_limits::max(); _f = NULL; for (size_t f = 0; f < vf.size(); f++) { if (vf[f]->intersect(r, _t) && _t < t) { t = _t; _f = vf[f]; f_index = f; } } if (_f != NULL) { i_pos = r.m_origin + (t * r.m_direction); n = _f->normal_at_int(r, t); if (_f->rho > 0.0f && rec_level < MAX_RECURSION) { rr = Ray(reflect(r.m_direction, n), i_pos + n * BIAS); color = _f->rho * trace_ray(rr, vf, vl, rec_level + 1); } else if (rec_level >= MAX_RECURSION) return vec3(BCKG_COLOR); for (size_t l = 0; l < vl.size(); l++) { vis = true; sr = Ray(vl[l]->m_position, i_pos + n * BIAS); for (size_t f = 0; f < vf.size(); f++) { if (vf[f]->intersect(sr, _t)) { vis = false; break; } } color += 0.08f * BCKG_COLOR; n_dot_l = max(dot(n, vl[l]->m_position), 0.0); color += (vis ? 1.0f : 0.0f) * (_f->color / PI) * vl[l]->m_diffuse * n_dot_l; ref = reflect(vl[l]->m_position, n); color += (vis ? 1.0f : 0.0f) * vl[l]->m_specular * pow(max(dot(ref, r.m_direction), 0.0f), SHININESS); } return clamp(color, 0.0f, 1.0f); } else return vec3(BCKG_COLOR); }