A new scene and some optimisations.
This commit is contained in:
@@ -25,31 +25,7 @@ struct Computation
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
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overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2), material(objMat) { };
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double schlick()
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{
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/* Find the cos of the angle betzeen the eye and normal vector */
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double cos = this->eyeVector.dot(this->normalVector);
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double r0;
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/* Total internal reflection can only occur when n1 > n2 */
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if (this->n1 > this->n2)
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{
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double n, sin2_t;
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n = this->n1 / this->n2;
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sin2_t = (n * n) * (1.0 - (cos * cos));
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if (sin2_t > 1.0)
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{
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return 1.0;
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}
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/* Compute the cos of theta */
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cos = sqrt(1.0 - sin2_t);
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}
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r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
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r0 = r0 * r0;
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return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
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};
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double schlick();
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Shape *object;
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double t;
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@@ -73,7 +49,6 @@ class Intersection
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public:
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double t;
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Shape *object;
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double u, v;
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public:
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@@ -42,11 +42,14 @@ protected:
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ShapeType type;
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Matrix localTransformMatrix;
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bool locked;
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uint64_t objectId;
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protected:
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virtual void localIntersect(Ray r, Intersect &xs) = 0;
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virtual Tuple localNormalAt(Tuple point, Intersection *hit) = 0;
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static uint64_t newObjectId();
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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@@ -65,6 +68,9 @@ public:
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virtual void intersect(Ray &r, Intersect &xs);
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Tuple normalAt(Tuple point, Intersection *hit = nullptr);
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uint64_t getObjectId() { return this->objectId; };
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void setObjectId(uint64_t oid) { this->objectId = oid; };
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/* Bounding box points are always world value */
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virtual BoundingBox getLocalBounds();
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virtual BoundingBox getBounds();
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@@ -92,6 +98,7 @@ public:
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; this->materialSet = true; };
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Material *getMaterial();
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Ray transform(Ray &r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray &r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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@@ -24,22 +24,35 @@ Intersect::Intersect()
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{
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this->allocated = MIN_ALLOC;
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this->list = (Intersection **)calloc(sizeof(Intersection *), MIN_ALLOC);
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if (this->list != nullptr)
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{
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stats.addMalloc();
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stats.addIntersect();
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this->num = 0;
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}
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else
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{
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printf("ABORT: Allocation error [%s]!\n", __FUNCTION__);
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exit(-1);
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}
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}
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Intersect::~Intersect()
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{
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int i;
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for(i = 0; i < this->num; i++)
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{
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if (this->list[i] != nullptr)
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{
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delete this->list[i];
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this->list[i] = nullptr;
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}
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}
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/* Free stuff */
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if (this->list != nullptr)
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{
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free(this->list);
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this->list = nullptr;
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}
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}
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@@ -10,6 +10,32 @@
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#include <shape.h>
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#include <list.h>
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double Computation::schlick()
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{
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/* Find the cos of the angle betzeen the eye and normal vector */
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double cos = this->eyeVector.dot(this->normalVector);
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double r0;
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/* Total internal reflection can only occur when n1 > n2 */
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if (this->n1 > this->n2)
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{
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double n, sin2_t;
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n = this->n1 / this->n2;
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sin2_t = (n * n) * (1.0 - (cos * cos));
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if (sin2_t > 1.0)
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{
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return 1.0;
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}
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/* Compute the cos of theta */
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cos = sqrt(1.0 - sin2_t);
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}
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r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
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r0 = r0 * r0;
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return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
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};
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Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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double n1 = 1.0;
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@@ -42,7 +68,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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Tuple reflectV = r.direction.reflect(normalV);
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/* If the hit object is not transparent, there is no need to do that. I think .*/
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if ((xs != nullptr) && (xs->hit().object->material.transparency > 0))
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if ((xs != nullptr) && (xs->hit().object->getMaterial()->transparency > 0))
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{
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List containers;
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int j;
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@@ -54,7 +80,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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if (!containers.isEmpty())
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{
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n1 = containers.last()->material.refractiveIndex;
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n1 = containers.last()->getMaterial()->refractiveIndex;
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}
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}
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@@ -71,7 +97,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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if (!containers.isEmpty())
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{
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n2 = containers.last()->material.refractiveIndex;
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n2 = containers.last()->getMaterial()->refractiveIndex;
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}
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/* End the loop */
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@@ -80,10 +106,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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}
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}
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Shape *s = this->object;
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/* For now don't get root group material */
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while((!s->materialSet) && (s->parent != nullptr)) { s = s->parent; }
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Material *m = this->object->getMaterial();
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return Computation(this->object,
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this->t,
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@@ -96,5 +119,5 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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n1,
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n2,
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underHitP,
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&s->material);
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m);
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}
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@@ -101,13 +101,15 @@ Matrix Matrix::operator*(const Matrix &b) const
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return ret;
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}
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#define FastGet4(_x, _y) (this->data[4 * (_x) + (_y)])
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/* TODO: Check if we can optimise this function. It is called a lot */
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Tuple Matrix::operator*(const Tuple &b) const
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{
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return Tuple(b.x * this->get(0, 0) + b.y * this->get(0, 1) + b.z * this->get(0, 2) + b.w * this->get(0, 3),
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b.x * this->get(1, 0) + b.y * this->get(1, 1) + b.z * this->get(1, 2) + b.w * this->get(1, 3),
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b.x * this->get(2, 0) + b.y * this->get(2, 1) + b.z * this->get(2, 2) + b.w * this->get(2, 3),
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b.x * this->get(3, 0) + b.y * this->get(3, 1) + b.z * this->get(3, 2) + b.w * this->get(3, 3));
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return Tuple(b.x * FastGet4(0, 0) + b.y * FastGet4(0, 1) + b.z * FastGet4(0, 2) + b.w * FastGet4(0, 3),
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b.x * FastGet4(1, 0) + b.y * FastGet4(1, 1) + b.z * FastGet4(1, 2) + b.w * FastGet4(1, 3),
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b.x * FastGet4(2, 0) + b.y * FastGet4(2, 1) + b.z * FastGet4(2, 2) + b.w * FastGet4(2, 3),
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b.x * FastGet4(3, 0) + b.y * FastGet4(3, 1) + b.z * FastGet4(3, 2) + b.w * FastGet4(3, 3));
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}
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Matrix Matrix::identity()
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@@ -181,7 +181,7 @@ void RenderStats::printStats()
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printf("Malloc called : %lld\n", this->mallocCallCount);
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printf("Realloc called : %lld\n", this->reallocCallCount);
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printf("Bounding box missed : %lld\n", this->discardedIntersectCount);
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printf("Min depth atteined : %lld\n", this->maxDepthAttained);
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printf("Min depth attained : %lld\n", this->maxDepthAttained);
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printf("Max intersect count : %lld\n", this->maxIntersectOnARay);
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printf("==================================================\n");
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};
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@@ -484,6 +484,9 @@ int OBJFile::execLine(int argc, char *argv[], uint32_t currentLine)
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this->verticesNormal(vn[2]),
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this->verticesNormal(vn[3]));
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}
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/* Set the object id to the OBJ one */
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t->setObjectId(this->getObjectId());
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this->currentGroup->addObject(t);
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ret = 0;
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}
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@@ -523,7 +526,7 @@ int OBJFile::execLine(int argc, char *argv[], uint32_t currentLine)
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this->verticesNormal(vn[i]),
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this->verticesNormal(vn[i + 1]));
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}
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t->setObjectId(this->getObjectId());
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this->currentGroup->addObject(t);
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}
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ret = 0;
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@@ -15,6 +15,7 @@
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Shape::Shape(ShapeType type)
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{
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this->objectId = Shape::newObjectId();
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this->locked = false;
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this->parent = nullptr;
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this->dropShadow = true;
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@@ -25,6 +26,17 @@ Shape::Shape(ShapeType type)
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this->updateTransform();
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}
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uint64_t Shape::newObjectId()
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{
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static uint64_t id = 0;
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uint64_t ret;
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ret = id++;
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return ret;
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}
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void Shape::intersect(Ray &r, Intersect &xs)
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{
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this->localIntersect(this->invTransform(r), xs);
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@@ -95,6 +107,16 @@ BoundingBox Shape::getBounds()
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return ret;
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}
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Material *Shape::getMaterial()
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{
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Shape *s = this;
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while((!s->materialSet) && (s->parent != nullptr))
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{
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s = s->parent;
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}
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return &s->material;
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}
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void Shape::dumpMe(FILE *fp)
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{
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if (this->materialSet)
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@@ -112,9 +134,9 @@ void Shape::dumpMe(FILE *fp)
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this->getBounds().dumpMe(fp);
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fprintf(fp, "},\n");
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}
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fprintf(fp, "\"id\": %p,\n", this);
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fprintf(fp, "\"id\": %ld,\n", this->getObjectId());
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if (this->parent)
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{
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fprintf(fp, "\"parentId\": %p,\n", this->parent);
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fprintf(fp, "\"parentId\": %ld,\n", this->parent->getObjectId());
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}
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}
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@@ -128,7 +128,7 @@ file(DOWNLOAD
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)
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add_custom_command(
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TARGET uvmap_skybox POST_BUILD
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COMMAND unzip -o ${CMAKE_SOURCE_DIR}/external/LancellottiChapel.zip -d LancellottiChapel
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COMMAND unzip -qq -o ${CMAKE_SOURCE_DIR}/external/LancellottiChapel.zip -d LancellottiChapel
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/external/
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)
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add_custom_command(
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@@ -138,6 +138,26 @@ add_custom_command(
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${CMAKE_CURRENT_BINARY_DIR}/
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)
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# Dragon scene
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add_executable(dragon_scene)
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target_sources(dragon_scene PRIVATE dragon_scene.cpp)
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file(DOWNLOAD
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http://raytracerchallenge.com/bonus/assets/dragon.zip
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${CMAKE_SOURCE_DIR}/external/dragon.zip
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EXPECTED_HASH MD5=308b0f2aca1d48d24e6fc4584dfdf345
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)
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add_custom_command(
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TARGET dragon_scene POST_BUILD
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COMMAND unzip -qq -o ${CMAKE_SOURCE_DIR}/external/dragon.zip
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/external/
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)
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add_custom_command(
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TARGET dragon_scene POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy
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${CMAKE_SOURCE_DIR}/external/dragon.obj
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${CMAKE_CURRENT_BINARY_DIR}/
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)
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add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
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add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
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add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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@@ -160,6 +180,7 @@ add_test(NAME UVMap_AlignCheckPlane COMMAND $<TARGET_FILE:uvmap_aligncheckplane>
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add_test(NAME UVMap_CheckeredCube COMMAND $<TARGET_FILE:uvmap_checkeredcube>)
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add_test(NAME UVMap_Earth COMMAND $<TARGET_FILE:uvmap_earth>)
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add_test(NAME UVMap_Skybox COMMAND $<TARGET_FILE:uvmap_skybox>)
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add_test(NAME Dragon_Sceme COMMAND $<TARGET_FILE:dragon_scene>)
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add_test(NAME Test_Rendering COMMAND $<TARGET_FILE:test_render>)
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add_test(NAME Triangle_RenderTest COMMAND $<TARGET_FILE:triangle_rendertest>)
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add_test(NAME ChristmasBall_Rendering COMMAND $<TARGET_FILE:christmasball_render>)
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143
tests/dragon_scene.cpp
Normal file
143
tests/dragon_scene.cpp
Normal file
@@ -0,0 +1,143 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for OBJ File using teapots in chapter 15.
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <world.h>
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#include <light.h>
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#include <plane.h>
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#include <cube.h>
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#include <sphere.h>
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#include <material.h>
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#include <colour.h>
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#include <canvas.h>
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#include <camera.h>
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#include <objfile.h>
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#include <pattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <checkerspattern.h>
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#include <ringpattern.h>
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#include <transformation.h>
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#include <cylinder.h>
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int main()
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{
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World w = World();
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/* Add lights */
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/* Light light1 = Light(POINT_LIGHT, Point(10, 100, 10), Colour(.1, .1, .1));
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w.addLight(&light1);
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Light light2 = Light(POINT_LIGHT, Point(10, 100, -10), Colour(.1, .1, .2));
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w.addLight(&light2);
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Light light3 = Light(POINT_LIGHT, Point(-10, 100, 10), Colour(.1, .1, .1));
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w.addLight(&light3);
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Light light4 = Light(POINT_LIGHT, Point(-10, 100, -10), Colour(.1, .1, .1));
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w.addLight(&light4);*/
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Light light1 = Light(POINT_LIGHT, Point(0, 100, 0), Colour(.3, .3, .3));
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w.addLight(&light1);
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Point lightPos = Point(3.8, 6.8, 4.5);
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Light mouthLight = Light(POINT_LIGHT, lightPos, Colour(0.5, 0.5, 0.5));
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w.addLight(&mouthLight);
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Light mainLight = Light(POINT_LIGHT, Point(8, 10, 16), Colour(1, 1, 1));
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w.addLight(&mainLight);
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/* ----------------------------- */
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#if 0
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/* Spot light */
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Sphere spot = Sphere();
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spot.dropShadow = false;
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spot.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.2, 0.2, 0.2));
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w.addObject(&spot);
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Cylinder X = Cylinder();
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X.minCap = 0;
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X.maxCap = 4;
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Cylinder Y = Cylinder();
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Y.minCap = 0;
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Y.maxCap = 4;
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Cylinder Z = Cylinder();
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Z.minCap = 0;
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Z.maxCap = 4;
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Z.materialSet = Y.materialSet = X.materialSet = true;
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X.material.ambient = 1;
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X.material.specular = 0;
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X.material.diffuse = 0;
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Z.material = Y.material = X.material;
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Z.dropShadow = Y.dropShadow = X.dropShadow = false;
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X.material.colour = Colour(1, 0, 0);
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Y.material.colour = Colour(0, 1, 0);
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Z.material.colour = Colour(0, 0, 1);
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Y.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.1, 1, 0.1));
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X.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationZ(M_PI/2) * scaling(0.1, 1, 0.1));
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Z.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationX(M_PI/2) * scaling(0.1, 1, 0.1));
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w.addObject(&X);
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w.addObject(&Y);
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w.addObject(&Z);
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#endif
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/* Floor */
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Material floorMaterial;
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floorMaterial.colour = Colour(0.2, 0.3, 0.3);
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floorMaterial.reflective = 0.3;
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floorMaterial.specular = 0.4;
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floorMaterial.shininess = 5;
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floorMaterial.ambient = 0;
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||||
floorMaterial.diffuse = 0.8;
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||||
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||||
/* Let's use a cube for the floor */
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||||
Cube floor = Cube();
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||||
floor.setMaterial(floorMaterial);
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||||
floor.setTransform(translation(0, -0.1, 0) * scaling(10, 0.1, 10));
|
||||
w.addObject(&floor);
|
||||
|
||||
Material dragonMat;
|
||||
dragonMat.colour = Colour(0.23, 0.75, 0.39);
|
||||
dragonMat.reflective = 0.9;
|
||||
dragonMat.transparency = 0.99;
|
||||
dragonMat.specular = 0.9;
|
||||
dragonMat.shininess = 50;
|
||||
dragonMat.refractiveIndex = 1.6;
|
||||
dragonMat.ambient = 0;
|
||||
dragonMat.diffuse = 0.7;
|
||||
|
||||
Shape *dragon = OBJFile("dragon.obj").getBaseGroup();
|
||||
dragon->setTransform(rotationY(M_PI * 0.75) * scaling(2, 2, 2));
|
||||
dragon->setMaterial(dragonMat);
|
||||
w.addObject(dragon);
|
||||
|
||||
/* ----------------------------- */
|
||||
/*
|
||||
FILE *fpOut = fopen("dragon_worlddump.json", "wt");
|
||||
if (fpOut)
|
||||
{
|
||||
w.dumpMe(fpOut);
|
||||
fclose(fpOut);
|
||||
}
|
||||
*/
|
||||
OctreeOptimisation opt;
|
||||
w.finalise(opt);
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(800, 600, M_PI/2);
|
||||
camera.setTransform(viewTransform(Point(-5, 10, 13),
|
||||
Point(0, 1, 0),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
/* Now render it */
|
||||
Canvas image = camera.render(w, 5);
|
||||
|
||||
image.SaveAsPNG("ch15_teapot_objfile.png");
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -156,8 +156,8 @@ TEST(OBJFileTest, Faces_with_normal)
|
||||
|
||||
Group *g0 = parser.groups(OBJ_DEFAULT_GROUP);
|
||||
|
||||
SmoothTriangle *t1 = (SmoothTriangle *)(*g0)[0];
|
||||
SmoothTriangle *t2 = (SmoothTriangle *)(*g0)[1];
|
||||
SmoothTriangle *t1 = (SmoothTriangle *)g0->getObject(0);
|
||||
SmoothTriangle *t2 = (SmoothTriangle *)g0->getObject(1);
|
||||
|
||||
ASSERT_EQ(t1->p1, parser.vertices(1));
|
||||
ASSERT_EQ(t1->p2, parser.vertices(2));
|
||||
|
||||
Reference in New Issue
Block a user