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