- TrigCache::castRay returns std::optional<halnf> for the hit distance instead of writing a static hit position through static scratch variables, so ray casts are reentrant. - TopologyCache::update takes its source Topology instead of holding a pointer that dangled whenever a Buffer moved the objects it referred to.
186 lines
5.3 KiB
C++
186 lines
5.3 KiB
C++
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#include "MathCommon.hpp"
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#include "ConnectionCommon.hpp"
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#include "Module.hpp"
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#include "Ray.hpp"
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#include "RayTracer.hpp"
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#include "TypeInfo.hpp"
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#include <cstdio>
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using namespace tp;
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void RayTracer::cycle(const RayHit& castData, LightData& out, uhalni depth) {
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if (depth) {
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depth--;
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Vec3F normal = castData.trig->getNormal();
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normal.normalize();
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const auto delta1 = castData.trig->mEdgeP1P2.unitV();
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const auto delta2 = normal.cross(delta1);
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for (auto idx : IterRange(mSettings.spray)) {
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LightData lightData;
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auto d1 = ((halnf) randomFloat() - 0.5f) * 2;
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auto d2 = ((halnf) randomFloat() - 0.5f) * 2;
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auto sprayNormal = (normal + delta1 * d1 + delta2 * d2).normalize();
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const auto bounce = mScene->castRay({ sprayNormal, castData.position }, mScene->mCamera.getFar());
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if (bounce) {
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cycle(*bounce, lightData, depth);
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out.intensity += lightData.intensity * 0.2;
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}
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}
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}
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// cast for light
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for (auto light : mScene->mLights) {
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auto dir = light->pos - castData.position;
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auto length = (halnf) dir.length();
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Ray lightRay = { dir.unitV(), castData.position };
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if (lightRay.dir.dot(castData.trig->mNormal) < 0) {
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continue;
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}
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if (mScene->castRay(lightRay, length)) {
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continue;
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}
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out.intensity += light->intensity / (length * length);
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}
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}
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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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out.albedo.reserve({ settings.size.x, settings.size.y });
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mScene = &scene;
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mSettings = settings;
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auto pos = mScene->mCamera.getPos();
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auto camera = mScene->mCamera;
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const auto planeLeftTop = camera.project({ -1, -1 });
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const auto planeRightTop = camera.project({ 1, -1 });
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const auto planeRightBottom = camera.project({ 1, 1 });
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const auto up = (planeRightBottom - planeRightTop);
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const auto right = planeRightTop - planeLeftTop;
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Ray ray = { { 0, 0, 0 }, pos };
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Vec3F iterPoint = { 0, 0, 0 };
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Vec3F deltaX = right / halnf(mSettings.size.x);
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Vec3F deltaY = up / halnf(mSettings.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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halnf maxDepth = 0;
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halnf minDepth = mScene->mCamera.getFar() * mSettings.multisampling;
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auto accumulateColor = [](RGBA& col, const RGBA& in) {
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col.r += in.r;
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col.g += in.g;
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col.b += in.b;
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col.a = 1;
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};
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auto divideColor = [](RGBA& col, const halnf num) {
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col.r /= num;
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col.g /= num;
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col.b /= num;
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};
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// clear colors
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for (ualni i = 0; i < mSettings.size.x; i++) {
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for (ualni j = 0; j < mSettings.size.y; j++) {
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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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out.albedo.set({ i, j }, 0.f);
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}
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}
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for (ualni i = 0; i < mSettings.size.x; i++) {
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for (ualni j = 0; j < mSettings.size.y; j++) {
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for (auto sample = 0; sample < mSettings.multisampling; sample++) {
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auto randX = randomFloat();
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auto randY = randomFloat();
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iterPoint = planeLeftTop + ((deltaX * (halnf) (i + randX)) + (deltaY * (halnf) (j + randY)));
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ray.dir = (iterPoint - pos).unitV();
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const auto castData = mScene->castRay(ray, mScene->mCamera.getFar());
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halni albedoColor = abs(hash((alni) (castData ? castData->object->id() : 0)));
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halnf albedoColorR = float((albedoColor & 0x00000011) % 155) + 100;
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halnf albedoColorG = float((albedoColor & 0x00001100) % 155) + 100;
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halnf albedoColorB = float((albedoColor & 0x00110000) % 155) + 100;
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out.albedo.set({ i, j }, { albedoColorR, albedoColorG, albedoColorB, 1.f });
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if (castData) {
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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 = castData->distance;
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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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accumulateColor(out.color.get({ i, j }), col);
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accumulateColor(out.normals.get({ 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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accumulateColor(out.depth.get({ i, j }), { depth, depth, depth, 1.f });
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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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}
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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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divideColor(out.color.getBuff()[i], (halnf) mSettings.multisampling);
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divideColor(out.normals.getBuff()[i], (halnf) mSettings.multisampling);
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divideColor(out.depth.getBuff()[i], (halnf) mSettings.multisampling);
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}
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for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
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if (!out.depth.getBuff()[i].a) {
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continue;
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}
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const auto depth = out.depth.getBuff()[i].r;
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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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}
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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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