Save multiple buffers from RayTracer

This commit is contained in:
IlyaShurupov 2023-10-18 19:56:49 +03:00
parent 7af12ee1a0
commit 3396e69b47
4 changed files with 59 additions and 19 deletions

View file

@ -11,7 +11,7 @@
using namespace tp;
void writeImage(const RayTracer::RenderBuffer& output) {
void writeImage(const RayTracer::RenderBuffer& output, const char* name) {
// Save the data to a PNG file
struct urgb {
uint1 r, g, b, a;
@ -29,7 +29,7 @@ void writeImage(const RayTracer::RenderBuffer& output) {
}
}
if (stbi_write_png("output.png", converted.size().x, converted.size().y, 4, converted.getBuff(), converted.size().x * 4) != 0) {
if (stbi_write_png(name, converted.size().x, converted.size().y, 4, converted.getBuff(), converted.size().x * 4) != 0) {
// Image saved successfully
printf("Image saved successfully.\n");
} else {
@ -57,9 +57,7 @@ void renderCommand(const String& scenePath) {
loadScene(scene, scenePath, settings);
RayTracer::RenderBuffer output;
output.reserve(RayTracer::RenderBuffer::Index2D(settings.size.x, settings.size.y));
RayTracer::OutputBuffers output;
RayTracer rayt;
pthread_t my_thread;
@ -83,7 +81,9 @@ void renderCommand(const String& scenePath) {
printf("\nRender finished with average render time per sample - %i (ms)\n", end - start);
writeImage(output);
writeImage(output.normals, "normals.png");
writeImage(output.color, "color.png");
writeImage(output.depth, "depth.png");
}
int main(int argc, const char** argv) {

View file

@ -121,9 +121,12 @@ void RayTracer::cycle(const RayCastData& castData, LightData& out, uhalni depth)
}
}
void RayTracer::render(const Scene& scene, RayTracer::RenderBuffer& buff, const RenderSettings& settings) {
void RayTracer::render(const Scene& scene, OutputBuffers& out, const RenderSettings& settings) {
out.color.reserve({settings.size.x, settings.size.y});
out.normals.reserve({settings.size.x, settings.size.y});
out.depth.reserve({settings.size.x, settings.size.y});
mScene = &scene;
mBuff = &buff;
mSettings = settings;
auto pos = mScene->mCamera.getPos();
@ -146,14 +149,17 @@ void RayTracer::render(const Scene& scene, RayTracer::RenderBuffer& buff, const
};
Vec3F iterPoint = {0, 0, 0};
Vec3F deltaX = right * halnf(width / (alnf) buff.size().x);
Vec3F deltaY = up * halnf(-height / (alnf) buff.size().y);
Vec3F deltaX = right * halnf(width / (alnf) mSettings.size.x);
Vec3F deltaY = up * halnf(-height / (alnf) mSettings.size.y);
ualni maxIterations = buff.size().x * buff.size().y;
ualni maxIterations = mSettings.size.x * mSettings.size.y;
ualni currIter = 0;
for (RayTracer::RenderBuffer::Index i = 0; i < buff.size().x; i++) {
for (RayTracer::RenderBuffer::Index j = 0; j < buff.size().y; j++) {
halnf maxDepth = 0;
halnf minDepth = mScene->mCamera.getFar();
for (auto i = 0; i < mSettings.size.x; i++) {
for (auto j = 0; j < mSettings.size.y; j++) {
iterPoint = planeLeftTop + ((deltaX * (halnf) i) + (deltaY * (halnf) j));
ray.dir = (iterPoint - pos).unitV();
@ -163,19 +169,43 @@ void RayTracer::render(const Scene& scene, RayTracer::RenderBuffer& buff, const
LightData lightData;
cycle(castData, lightData, mSettings.depth);
const auto normal = castData.trig->getNormal();
const auto depth = (halnf) (castData.hitPos - ray.pos).length();
lightData.intensity = clamp(lightData.intensity, 0.f, 1.f);
RGBA col = {lightData.intensity, lightData.intensity, lightData.intensity, 1.f};
buff.set({i, j}, col);
out.color.set({i, j}, col);
out.normals.set({i, j}, {normal.x * 0.5f + 0.5f, normal.y * 0.5f + 0.5f, normal.z * 0.5f + 0.5f, 1.f});
out.depth.set({i, j}, {depth, depth, depth, 1.f});
if (maxDepth < depth) {
maxDepth = depth;
}
if (minDepth > depth) {
minDepth = depth;
}
} else {
buff.set({i, j}, 0.f);
out.color.set({i, j}, 0.f);
out.normals.set({i, j}, 0.f);
out.depth.set({i, j}, 0.f);
}
auto tmp = buff.get({i, j});
// auto tmp = buff.get({i, j});
// printf(" %f, %f, %f, %f, ", tmp.r, tmp.g, tmp.b, tmp.a);
mProgress.percentage = (halnf) currIter / (halnf) maxIterations;
currIter++;
}
}
for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
auto& col = out.depth.getBuff()[i];
if (col.a == 1.f) {
col.r = (col.r - minDepth) / (maxDepth - minDepth);
col.g = col.r;
col.b = col.r;
}
}
}

View file

@ -44,16 +44,23 @@ namespace tp {
struct Progress {
halnf percentage = 0.f;
} mProgress;
struct RenderSettings {
uhalni depth = 2;
uhalni spray = 1;
Vec2I size;
};
struct OutputBuffers {
RenderBuffer normals;
RenderBuffer color;
RenderBuffer depth;
// albedo, reflectance ...
};
public:
RayTracer() = default;
void render(const Scene& scene, RenderBuffer& buff, const RenderSettings& settings);
void render(const Scene& scene, OutputBuffers& out, const RenderSettings& settings);
private:
struct RayCastData {
@ -74,6 +81,5 @@ namespace tp {
private:
RenderSettings mSettings;
const Scene* mScene = nullptr;
RenderBuffer* mBuff = nullptr;
};
}