Modules/RayTracer/private/RayTracer.cpp
2024-03-07 12:33:57 +03:00

237 lines
6.5 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;
ModuleManifest* sDependencies[] = { &gModuleMath, &gModuleConnection, nullptr };
ModuleManifest tp::gModuleRayTracer = ModuleManifest("RayTracer", nullptr, nullptr, sDependencies);
void RayTracer::castRay(const Ray& ray, RayCastData& out, alnf farVal) {
out.hit = false;
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 });
mScene = &scene;
mSettings = settings;
auto pos = mScene->mCamera.getPos();
auto fov = mScene->mCamera.getFOV();
auto height = sqrt(mScene->mCamera.getRatio());
auto width = 1.f / height;
auto forward = mScene->mCamera.getForward();
auto up = mScene->mCamera.getUp();
auto right = forward.cross(up);
auto planeCenter = pos + (forward * halnf(width / (2.f * tan(fov / 2.f))));
auto planeCenterOffset = (up * (halnf) height / 2.f) - (right * (halnf) width / 2.f);
auto planeLeftTop = planeCenter + planeCenterOffset;
RayCastData castData;
Ray ray = { { 0, 0, 0 }, pos };
Vec3F iterPoint = { 0, 0, 0 };
Vec3F deltaX = right * halnf(width / (alnf) mSettings.size.x);
Vec3F deltaY = up * halnf(-height / (alnf) 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;
};
for (auto i = 0; i < mSettings.size.x; i++) {
for (auto 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());
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;
}
}
}