Save multiple buffers from RayTracer
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parent
7af12ee1a0
commit
3396e69b47
4 changed files with 59 additions and 19 deletions
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@ -11,7 +11,7 @@
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using namespace tp;
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void writeImage(const RayTracer::RenderBuffer& output) {
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void writeImage(const RayTracer::RenderBuffer& output, const char* name) {
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// Save the data to a PNG file
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struct urgb {
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uint1 r, g, b, a;
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@ -29,7 +29,7 @@ void writeImage(const RayTracer::RenderBuffer& output) {
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}
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}
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if (stbi_write_png("output.png", converted.size().x, converted.size().y, 4, converted.getBuff(), converted.size().x * 4) != 0) {
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if (stbi_write_png(name, converted.size().x, converted.size().y, 4, converted.getBuff(), converted.size().x * 4) != 0) {
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// Image saved successfully
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printf("Image saved successfully.\n");
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} else {
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@ -57,9 +57,7 @@ void renderCommand(const String& scenePath) {
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loadScene(scene, scenePath, settings);
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RayTracer::RenderBuffer output;
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output.reserve(RayTracer::RenderBuffer::Index2D(settings.size.x, settings.size.y));
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RayTracer::OutputBuffers output;
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RayTracer rayt;
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pthread_t my_thread;
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@ -83,7 +81,9 @@ void renderCommand(const String& scenePath) {
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printf("\nRender finished with average render time per sample - %i (ms)\n", end - start);
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writeImage(output);
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writeImage(output.normals, "normals.png");
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writeImage(output.color, "color.png");
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writeImage(output.depth, "depth.png");
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}
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int main(int argc, const char** argv) {
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@ -121,9 +121,12 @@ void RayTracer::cycle(const RayCastData& castData, LightData& out, uhalni depth)
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}
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}
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void RayTracer::render(const Scene& scene, RayTracer::RenderBuffer& buff, const RenderSettings& settings) {
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void RayTracer::render(const Scene& scene, OutputBuffers& out, const RenderSettings& settings) {
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out.color.reserve({settings.size.x, settings.size.y});
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out.normals.reserve({settings.size.x, settings.size.y});
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out.depth.reserve({settings.size.x, settings.size.y});
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mScene = &scene;
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mBuff = &buff;
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mSettings = settings;
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auto pos = mScene->mCamera.getPos();
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@ -146,14 +149,17 @@ void RayTracer::render(const Scene& scene, RayTracer::RenderBuffer& buff, const
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};
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Vec3F iterPoint = {0, 0, 0};
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Vec3F deltaX = right * halnf(width / (alnf) buff.size().x);
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Vec3F deltaY = up * halnf(-height / (alnf) buff.size().y);
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Vec3F deltaX = right * halnf(width / (alnf) mSettings.size.x);
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Vec3F deltaY = up * halnf(-height / (alnf) mSettings.size.y);
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ualni maxIterations = buff.size().x * buff.size().y;
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ualni maxIterations = mSettings.size.x * mSettings.size.y;
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ualni currIter = 0;
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for (RayTracer::RenderBuffer::Index i = 0; i < buff.size().x; i++) {
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for (RayTracer::RenderBuffer::Index j = 0; j < buff.size().y; j++) {
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halnf maxDepth = 0;
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halnf minDepth = mScene->mCamera.getFar();
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for (auto i = 0; i < mSettings.size.x; i++) {
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for (auto j = 0; j < mSettings.size.y; j++) {
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iterPoint = planeLeftTop + ((deltaX * (halnf) i) + (deltaY * (halnf) j));
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ray.dir = (iterPoint - pos).unitV();
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@ -163,19 +169,43 @@ void RayTracer::render(const Scene& scene, RayTracer::RenderBuffer& buff, const
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LightData lightData;
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cycle(castData, lightData, mSettings.depth);
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const auto normal = castData.trig->getNormal();
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const auto depth = (halnf) (castData.hitPos - ray.pos).length();
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lightData.intensity = clamp(lightData.intensity, 0.f, 1.f);
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RGBA col = {lightData.intensity, lightData.intensity, lightData.intensity, 1.f};
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buff.set({i, j}, col);
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} else {
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buff.set({i, j}, 0.f);
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out.color.set({i, j}, col);
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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});
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out.depth.set({i, j}, {depth, depth, depth, 1.f});
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if (maxDepth < depth) {
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maxDepth = depth;
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}
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if (minDepth > depth) {
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minDepth = depth;
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}
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auto tmp = buff.get({i, j});
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} else {
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out.color.set({i, j}, 0.f);
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out.normals.set({i, j}, 0.f);
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out.depth.set({i, j}, 0.f);
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}
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// auto tmp = buff.get({i, j});
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// printf(" %f, %f, %f, %f, ", tmp.r, tmp.g, tmp.b, tmp.a);
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mProgress.percentage = (halnf) currIter / (halnf) maxIterations;
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currIter++;
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}
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}
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for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
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auto& col = out.depth.getBuff()[i];
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if (col.a == 1.f) {
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col.r = (col.r - minDepth) / (maxDepth - minDepth);
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col.g = col.r;
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col.b = col.r;
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}
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}
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}
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@ -51,9 +51,16 @@ namespace tp {
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Vec2I size;
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};
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struct OutputBuffers {
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RenderBuffer normals;
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RenderBuffer color;
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RenderBuffer depth;
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// albedo, reflectance ...
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};
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public:
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RayTracer() = default;
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void render(const Scene& scene, RenderBuffer& buff, const RenderSettings& settings);
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void render(const Scene& scene, OutputBuffers& out, const RenderSettings& settings);
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private:
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struct RayCastData {
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@ -74,6 +81,5 @@ namespace tp {
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private:
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RenderSettings mSettings;
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const Scene* mScene = nullptr;
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RenderBuffer* mBuff = nullptr;
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};
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}
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4
TODO
4
TODO
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@ -1,5 +1,9 @@
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Testing !!
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Change clang format and apply to all files!!!
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rename Language module to FormalLanguage
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make more general structure for feature renders
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Merge parser and tokenizer module into grammar module
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Make two grammars Regular and Context-free
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For each grammar make grammar rules parser, example sentence generation and sentence parsing
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