250 lines
6.9 KiB
C++
250 lines
6.9 KiB
C++
|
|
#include "MathCommon.hpp"
|
|
|
|
#include "ConnectionCommon.hpp"
|
|
#include "Module.hpp"
|
|
#include "Ray.hpp"
|
|
#include "RayTracer.hpp"
|
|
#include "TypeInfo.hpp"
|
|
|
|
#include <cstdio>
|
|
|
|
/*
|
|
if (1) {
|
|
const auto& points = castData.obj->mCache.TransformedPoints;
|
|
const auto& normals = castData.obj->mCache.TransformedNormals;
|
|
const auto trig = castData.trig;
|
|
|
|
const auto& n1 = normals[trig->mP1];
|
|
const auto& n2 = normals[trig->mP2];
|
|
const auto& n3 = normals[trig->mP3];
|
|
|
|
auto v0 = points[trig->mP1];
|
|
auto v1 = points[trig->mP2];
|
|
auto v2 = points[trig->mP3];
|
|
|
|
// Calculate barycentric coordinates
|
|
Vec3F barycentric;
|
|
|
|
// Calculate the area of the triangle
|
|
auto areaABC = (halnf) (v1 - v0).cross(v2 - v0).length();
|
|
auto areaPBC = (halnf) (v1 - castData.hitPos).cross(v2 - castData.hitPos).length();
|
|
auto areaPCA = (halnf) (v2 - castData.hitPos).cross(v0 - castData.hitPos).length();
|
|
|
|
// Calculate the barycentric coordinates
|
|
barycentric.x = areaPBC / areaABC;
|
|
barycentric.y = areaPCA / areaABC;
|
|
barycentric.z = 1.0f - barycentric.x - barycentric.y;
|
|
|
|
// Interpolate the normal using barycentric coordinates
|
|
normal = n1 * barycentric.x + n2 * barycentric.y + n3 * barycentric.z;
|
|
}
|
|
*/
|
|
|
|
using namespace tp;
|
|
|
|
void RayTracer::castRay(const Ray& ray, RayCastData& out, alnf farVal) {
|
|
out.hit = false;
|
|
out.obj = nullptr;
|
|
|
|
farVal *= farVal;
|
|
|
|
for (auto obj : mScene->mObjects) {
|
|
for (auto trig : obj->mCache.TrigCaches) {
|
|
if (trig->castRay(ray)) {
|
|
// printf("Hit\n");
|
|
|
|
auto dist = (trig->getHitPos() - ray.pos).length2();
|
|
|
|
if (farVal > dist && dist > EPSILON) {
|
|
out.trig = &trig.data();
|
|
out.hitPos = trig->getHitPos();
|
|
out.obj = &obj.data();
|
|
out.hit = true;
|
|
|
|
farVal = dist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RayTracer::cycle(const RayCastData& castData, LightData& out, uhalni depth) {
|
|
if (depth) {
|
|
depth--;
|
|
|
|
Vec3F normal = castData.trig->getNormal();
|
|
normal.normalize();
|
|
|
|
const auto delta1 = castData.trig->mEdgeP1P2.unitV();
|
|
const auto delta2 = normal.cross(delta1);
|
|
|
|
for (auto idx : Range(mSettings.spray)) {
|
|
RayCastData materialCastData;
|
|
LightData lightData;
|
|
|
|
auto d1 = ((halnf) randomFloat() - 0.5f) * 2;
|
|
auto d2 = ((halnf) randomFloat() - 0.5f) * 2;
|
|
|
|
auto sprayNormal = (normal + delta1 * d1 + delta2 * d2).normalize();
|
|
|
|
castRay({ sprayNormal, castData.hitPos }, materialCastData, mScene->mCamera.getFar());
|
|
if (materialCastData.hit) {
|
|
cycle(materialCastData, lightData, depth);
|
|
out.intensity += lightData.intensity * 0.2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// cast for light
|
|
for (auto light : mScene->mLights) {
|
|
RayCastData lightCastData;
|
|
auto dir = light->pos - castData.hitPos;
|
|
auto length = (halnf) dir.length();
|
|
|
|
Ray lightRay = { dir.unitV(), castData.hitPos };
|
|
|
|
if (lightRay.dir.dot(castData.trig->mNormal) < 0) {
|
|
continue;
|
|
}
|
|
castRay(lightRay, lightCastData, length);
|
|
|
|
if (lightCastData.hit) {
|
|
continue;
|
|
}
|
|
|
|
out.intensity += light->intensity / (length * length);
|
|
}
|
|
}
|
|
|
|
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 });
|
|
out.albedo.reserve({ settings.size.x, settings.size.y });
|
|
|
|
mScene = &scene;
|
|
mSettings = settings;
|
|
|
|
auto pos = mScene->mCamera.getPos();
|
|
auto camera = mScene->mCamera;
|
|
|
|
const auto planeLeftTop = camera.project({ -1, -1 });
|
|
const auto planeRightTop = camera.project({ 1, -1 });
|
|
const auto planeRightBottom = camera.project({ 1, 1 });
|
|
|
|
const auto up = (planeRightBottom - planeRightTop);
|
|
const auto right = planeRightTop - planeLeftTop;
|
|
|
|
RayCastData castData;
|
|
|
|
Ray ray = { { 0, 0, 0 }, pos };
|
|
|
|
Vec3F iterPoint = { 0, 0, 0 };
|
|
Vec3F deltaX = right / halnf(mSettings.size.x);
|
|
Vec3F deltaY = up / halnf(mSettings.size.y);
|
|
|
|
ualni maxIterations = mSettings.size.x * mSettings.size.y;
|
|
ualni currIter = 0;
|
|
|
|
halnf maxDepth = 0;
|
|
halnf minDepth = mScene->mCamera.getFar() * mSettings.multisampling;
|
|
|
|
auto accumulateColor = [](RGBA& col, const RGBA& in) {
|
|
col.r += in.r;
|
|
col.g += in.g;
|
|
col.b += in.b;
|
|
col.a = 1;
|
|
};
|
|
|
|
auto divideColor = [](RGBA& col, const halnf num) {
|
|
col.r /= num;
|
|
col.g /= num;
|
|
col.b /= num;
|
|
};
|
|
|
|
// clear colors
|
|
for (ualni i = 0; i < mSettings.size.x; i++) {
|
|
for (ualni j = 0; j < mSettings.size.y; j++) {
|
|
out.color.set({ i, j }, 0.f);
|
|
out.normals.set({ i, j }, 0.f);
|
|
out.depth.set({ i, j }, 0.f);
|
|
out.albedo.set({ i, j }, 0.f);
|
|
}
|
|
}
|
|
|
|
for (ualni i = 0; i < mSettings.size.x; i++) {
|
|
for (ualni j = 0; j < mSettings.size.y; j++) {
|
|
for (auto sample = 0; sample < mSettings.multisampling; sample++) {
|
|
auto randX = randomFloat();
|
|
auto randY = randomFloat();
|
|
|
|
iterPoint = planeLeftTop + ((deltaX * (halnf) (i + randX)) + (deltaY * (halnf) (j + randY)));
|
|
ray.dir = (iterPoint - pos).unitV();
|
|
|
|
castRay(ray, castData, mScene->mCamera.getFar());
|
|
|
|
halni albedoColor = abs(hash((ualni) castData.obj));
|
|
halnf albedoColorR = float((albedoColor & 0x00000011) % 155) + 100;
|
|
halnf albedoColorG = float((albedoColor & 0x00001100) % 155) + 100;
|
|
halnf albedoColorB = float((albedoColor & 0x00110000) % 155) + 100;
|
|
|
|
out.albedo.set({ i, j }, { albedoColorR, albedoColorG, albedoColorB, 1.f });
|
|
|
|
if (castData.hit) {
|
|
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 };
|
|
|
|
accumulateColor(out.color.get({ i, j }), col);
|
|
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 });
|
|
accumulateColor(out.depth.get({ i, j }), { depth, depth, depth, 1.f });
|
|
|
|
} else {
|
|
// 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});
|
|
// 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++) {
|
|
divideColor(out.color.getBuff()[i], (halnf) mSettings.multisampling);
|
|
divideColor(out.normals.getBuff()[i], (halnf) mSettings.multisampling);
|
|
divideColor(out.depth.getBuff()[i], (halnf) mSettings.multisampling);
|
|
}
|
|
|
|
for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
|
|
if (!out.depth.getBuff()[i].a) {
|
|
continue;
|
|
}
|
|
const auto depth = out.depth.getBuff()[i].r;
|
|
if (maxDepth < depth) {
|
|
maxDepth = depth;
|
|
}
|
|
if (minDepth > depth) {
|
|
minDepth = depth;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|