master
Dmitry V. Sokolov 2021-05-26 15:58:11 +02:00
parent 769d9c952a
commit a9a1d11af2
3 changed files with 113 additions and 149 deletions

View File

@ -17,7 +17,7 @@ endfunction()
enable_cxx_compiler_flag_if_supported("-Wall")
enable_cxx_compiler_flag_if_supported("-Wextra")
enable_cxx_compiler_flag_if_supported("-pedantic")
enable_cxx_compiler_flag_if_supported("-std=c++11")
enable_cxx_compiler_flag_if_supported("-std=c++14")
enable_cxx_compiler_flag_if_supported("-O3")
enable_cxx_compiler_flag_if_supported("-fopenmp")

View File

@ -1,84 +1,61 @@
#ifndef __GEOMETRY_H__
#define __GEOMETRY_H__
#include <cmath>
#include <vector>
#include <cassert>
#include <iostream>
template <size_t DIM, typename T> struct vec {
vec() { for (size_t i=DIM; i--; data_[i] = T()); }
T& operator[](const size_t i) { assert(i<DIM); return data_[i]; }
const T& operator[](const size_t i) const { assert(i<DIM); return data_[i]; }
private:
T data_[DIM];
template <size_t DIM> struct vec {
float& operator[](const size_t i) { assert(i<DIM); return data[i]; }
const float& operator[](const size_t i) const { assert(i<DIM); return data[i]; }
float data[DIM] = {};
};
typedef vec<2, float> Vec2f;
typedef vec<3, float> Vec3f;
typedef vec<3, int > Vec3i;
typedef vec<4, float> Vec4f;
template <typename T> struct vec<2,T> {
vec() : x(T()), y(T()) {}
vec(T X, T Y) : x(X), y(Y) {}
template <class U> vec<2,T>(const vec<2,U> &v);
T& operator[](const size_t i) { assert(i<2); return i<=0 ? x : y; }
const T& operator[](const size_t i) const { assert(i<2); return i<=0 ? x : y; }
T x,y;
};
template <typename T> struct vec<3,T> {
vec() : x(T()), y(T()), z(T()) {}
vec(T X, T Y, T Z) : x(X), y(Y), z(Z) {}
T& operator[](const size_t i) { assert(i<3); return i<=0 ? x : (1==i ? y : z); }
const T& operator[](const size_t i) const { assert(i<3); return i<=0 ? x : (1==i ? y : z); }
float norm() { return std::sqrt(x*x+y*y+z*z); }
vec<3,T> & normalize(T l=1) { *this = (*this)*(l/norm()); return *this; }
T x,y,z;
};
template <typename T> struct vec<4,T> {
vec() : x(T()), y(T()), z(T()), w(T()) {}
vec(T X, T Y, T Z, T W) : x(X), y(Y), z(Z), w(W) {}
T& operator[](const size_t i) { assert(i<4); return i<=0 ? x : (1==i ? y : (2==i ? z : w)); }
const T& operator[](const size_t i) const { assert(i<4); return i<=0 ? x : (1==i ? y : (2==i ? z : w)); }
T x,y,z,w;
};
template<size_t DIM,typename T> T operator*(const vec<DIM,T>& lhs, const vec<DIM,T>& rhs) {
T ret = T();
for (size_t i=DIM; i--; ret+=lhs[i]*rhs[i]);
return ret;
}
template<size_t DIM,typename T>vec<DIM,T> operator+(vec<DIM,T> lhs, const vec<DIM,T>& rhs) {
for (size_t i=DIM; i--; lhs[i]+=rhs[i]);
return lhs;
}
template<size_t DIM,typename T>vec<DIM,T> operator-(vec<DIM,T> lhs, const vec<DIM,T>& rhs) {
for (size_t i=DIM; i--; lhs[i]-=rhs[i]);
return lhs;
}
template<size_t DIM,typename T,typename U> vec<DIM,T> operator*(const vec<DIM,T> &lhs, const U& rhs) {
vec<DIM,T> ret;
template<size_t DIM> vec<DIM> operator*(const vec<DIM> &lhs, const float rhs) {
vec<DIM> ret;
for (size_t i=DIM; i--; ret[i]=lhs[i]*rhs);
return ret;
}
template<size_t DIM,typename T> vec<DIM,T> operator-(const vec<DIM,T> &lhs) {
return lhs*T(-1);
template<size_t DIM> float operator*(const vec<DIM>& lhs, const vec<DIM>& rhs) {
float ret = 0;
for (size_t i=DIM; i--; ret+=lhs[i]*rhs[i]);
return ret;
}
template <typename T> vec<3,T> cross(vec<3,T> v1, vec<3,T> v2) {
return vec<3,T>(v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
template<size_t DIM> vec<DIM> operator+(vec<DIM> lhs, const vec<DIM>& rhs) {
for (size_t i=DIM; i--; lhs[i]+=rhs[i]);
return lhs;
}
template <size_t DIM, typename T> std::ostream& operator<<(std::ostream& out, const vec<DIM,T>& v) {
for(unsigned int i=0; i<DIM; i++) out << v[i] << " " ;
template<size_t DIM> vec<DIM> operator-(vec<DIM> lhs, const vec<DIM>& rhs) {
for (size_t i=DIM; i--; lhs[i]-=rhs[i]);
return lhs;
}
template<size_t DIM> vec<DIM> operator-(const vec<DIM> &lhs) {
return lhs*(-1.f);
}
template <> struct vec<3> {
float& operator[](const size_t i) { assert(i<3); return i==0 ? x : (1==i ? y : z); }
const float& operator[](const size_t i) const { assert(i<3); return i==0 ? x : (1==i ? y : z); }
float norm() { return std::sqrt(x*x+y*y+z*z); }
vec<3> & normalize(float l=1) { *this = (*this)*(l/norm()); return *this; }
float x = 0, y = 0, z = 0;
};
typedef vec<3> vec3;
typedef vec<4> vec4;
vec3 cross(vec3 v1, vec3 v2) {
return { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
}
template <size_t DIM> std::ostream& operator<<(std::ostream& out, const vec<DIM>& v) {
for (size_t i=0; i<DIM; i++)
out << v[i] << " " ;
return out ;
}
#endif //__GEOMETRY_H__

View File

@ -1,123 +1,112 @@
#define _USE_MATH_DEFINES
#include <cmath>
#include "geometry.h"
#include <limits>
#include <iostream>
#include <fstream>
#include <vector>
#include <algorithm>
#include "geometry.h"
struct Light {
Light(const Vec3f &p, const float i) : position(p), intensity(i) {}
Vec3f position;
vec3 position;
float intensity;
};
struct Material {
Material(const float r, const Vec4f &a, const Vec3f &color, const float spec) : refractive_index(r), albedo(a), diffuse_color(color), specular_exponent(spec) {}
Material() : refractive_index(1), albedo(1,0,0,0), diffuse_color(), specular_exponent() {}
float refractive_index;
Vec4f albedo;
Vec3f diffuse_color;
float specular_exponent;
float refractive_index = 1;
vec4 albedo = {1,0,0,0};
vec3 diffuse_color = {0,0,0};
float specular_exponent = 0;
};
struct Sphere {
Vec3f center;
vec3 center;
float radius;
Material material;
Sphere(const Vec3f &c, const float r, const Material &m) : center(c), radius(r), material(m) {}
bool ray_intersect(const Vec3f &orig, const Vec3f &dir, float &t0) const {
Vec3f L = center - orig;
float tca = L*dir;
float d2 = L*L - tca*tca;
if (d2 > radius*radius) return false;
float thc = sqrtf(radius*radius - d2);
t0 = tca - thc;
float t1 = tca + thc;
if (t0 < 0) t0 = t1;
if (t0 < 0) return false;
return true;
}
};
Vec3f reflect(const Vec3f &I, const Vec3f &N) {
bool ray_sphere_intersect(const vec3 &orig, const vec3 &dir, const Sphere &s, float &t0) {
vec3 L = s.center - orig;
float tca = L*dir;
float d2 = L*L - tca*tca;
if (d2 > s.radius*s.radius) return false;
float thc = sqrtf(s.radius*s.radius - d2);
t0 = tca - thc;
float t1 = tca + thc;
if (t0 < 1e-3) t0 = t1; // offset the original point to avoid occlusion by the object itself
if (t0 < 1e-3) return false;
return true;
}
vec3 reflect(const vec3 &I, const vec3 &N) {
return I - N*2.f*(I*N);
}
Vec3f refract(const Vec3f &I, const Vec3f &N, const float eta_t, const float eta_i=1.f) { // Snell's law
vec3 refract(const vec3 &I, const vec3 &N, const float eta_t, const float eta_i=1.f) { // Snell's law
float cosi = - std::max(-1.f, std::min(1.f, I*N));
if (cosi<0) return refract(I, -N, eta_i, eta_t); // if the ray comes from the inside the object, swap the air and the media
float eta = eta_i / eta_t;
float k = 1 - eta*eta*(1 - cosi*cosi);
return k<0 ? Vec3f(1,0,0) : I*eta + N*(eta*cosi - sqrtf(k)); // k<0 = total reflection, no ray to refract. I refract it anyways, this has no physical meaning
return k<0 ? vec3{1,0,0} : I*eta + N*(eta*cosi - std::sqrt(k)); // k<0 = total reflection, no ray to refract. I refract it anyways, this has no physical meaning
}
bool scene_intersect(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, Vec3f &hit, Vec3f &N, Material &material) {
bool scene_intersect(const vec3 &orig, const vec3 &dir, const std::vector<Sphere> &spheres, vec3 &hit, vec3 &N, Material &material) {
float spheres_dist = std::numeric_limits<float>::max();
for (size_t i=0; i < spheres.size(); i++) {
for (const Sphere &s : spheres) {
float dist_i;
if (spheres[i].ray_intersect(orig, dir, dist_i) && dist_i < spheres_dist) {
if (ray_sphere_intersect(orig, dir, s, dist_i) && dist_i < spheres_dist) {
spheres_dist = dist_i;
hit = orig + dir*dist_i;
N = (hit - spheres[i].center).normalize();
material = spheres[i].material;
N = (hit - s.center).normalize();
material = s.material;
}
}
float checkerboard_dist = std::numeric_limits<float>::max();
if (fabs(dir.y)>1e-3) {
if (std::abs(dir.y)>1e-3) { // avoid division by zero
float d = -(orig.y+4)/dir.y; // the checkerboard plane has equation y = -4
Vec3f pt = orig + dir*d;
if (d>0 && fabs(pt.x)<10 && pt.z<-10 && pt.z>-30 && d<spheres_dist) {
vec3 pt = orig + dir*d;
if (d>1e-3 && fabs(pt.x)<10 && pt.z<-10 && pt.z>-30 && d<spheres_dist) {
checkerboard_dist = d;
hit = pt;
N = Vec3f(0,1,0);
material.diffuse_color = (int(.5*hit.x+1000) + int(.5*hit.z)) & 1 ? Vec3f(.3, .3, .3) : Vec3f(.3, .2, .1);
N = vec3{0,1,0};
material.diffuse_color = (int(.5*hit.x+1000) + int(.5*hit.z)) & 1 ? vec3{.3, .3, .3} : vec3{.3, .2, .1};
}
}
return std::min(spheres_dist, checkerboard_dist)<1000;
}
Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, const std::vector<Light> &lights, size_t depth=0) {
Vec3f point, N;
vec3 cast_ray(const vec3 &orig, const vec3 &dir, const std::vector<Sphere> &spheres, const std::vector<Light> &lights, size_t depth=0) {
vec3 point, N;
Material material;
if (depth>4 || !scene_intersect(orig, dir, spheres, point, N, material)) {
return Vec3f(0.2, 0.7, 0.8); // background color
}
if (depth>4 || !scene_intersect(orig, dir, spheres, point, N, material))
return vec3{0.2, 0.7, 0.8}; // background color
Vec3f reflect_dir = reflect(dir, N).normalize();
Vec3f refract_dir = refract(dir, N, material.refractive_index).normalize();
Vec3f reflect_orig = reflect_dir*N < 0 ? point - N*1e-3 : point + N*1e-3; // offset the original point to avoid occlusion by the object itself
Vec3f refract_orig = refract_dir*N < 0 ? point - N*1e-3 : point + N*1e-3;
Vec3f reflect_color = cast_ray(reflect_orig, reflect_dir, spheres, lights, depth + 1);
Vec3f refract_color = cast_ray(refract_orig, refract_dir, spheres, lights, depth + 1);
vec3 reflect_dir = reflect(dir, N).normalize();
vec3 refract_dir = refract(dir, N, material.refractive_index).normalize();
vec3 reflect_color = cast_ray(point, reflect_dir, spheres, lights, depth + 1);
vec3 refract_color = cast_ray(point, refract_dir, spheres, lights, depth + 1);
float diffuse_light_intensity = 0, specular_light_intensity = 0;
for (size_t i=0; i<lights.size(); i++) {
Vec3f light_dir = (lights[i].position - point).normalize();
float light_distance = (lights[i].position - point).norm();
for (const Light light : lights) {
vec3 light_dir = (light.position - point).normalize();
Vec3f shadow_orig = light_dir*N < 0 ? point - N*1e-3 : point + N*1e-3; // checking if the point lies in the shadow of the lights[i]
Vec3f shadow_pt, shadow_N;
Material tmpmaterial;
if (scene_intersect(shadow_orig, light_dir, spheres, shadow_pt, shadow_N, tmpmaterial) && (shadow_pt-shadow_orig).norm() < light_distance)
vec3 shadow_pt, trashnrm;
Material trashmat;
if (scene_intersect(point, light_dir, spheres, shadow_pt, trashnrm, trashmat) &&
(shadow_pt-point).norm() < (light.position-point).norm()) // checking if the point lies in the shadow of the light
continue;
diffuse_light_intensity += lights[i].intensity * std::max(0.f, light_dir*N);
specular_light_intensity += powf(std::max(0.f, -reflect(-light_dir, N)*dir), material.specular_exponent)*lights[i].intensity;
diffuse_light_intensity += light.intensity * std::max(0.f, light_dir*N);
specular_light_intensity += std::pow(std::max(0.f, -reflect(-light_dir, N)*dir), material.specular_exponent)*light.intensity;
}
return material.diffuse_color * diffuse_light_intensity * material.albedo[0] + Vec3f(1., 1., 1.)*specular_light_intensity * material.albedo[1] + reflect_color*material.albedo[2] + refract_color*material.albedo[3];
return material.diffuse_color * diffuse_light_intensity * material.albedo[0] + vec3{1., 1., 1.}*specular_light_intensity * material.albedo[1] + reflect_color*material.albedo[2] + refract_color*material.albedo[3];
}
void render(const std::vector<Sphere> &spheres, const std::vector<Light> &lights) {
const int width = 1024;
const int height = 768;
const float fov = M_PI/3.;
std::vector<Vec3f> framebuffer(width*height);
std::vector<vec3> framebuffer(width*height);
#pragma omp parallel for
for (size_t j = 0; j<height; j++) { // actual rendering loop
@ -125,43 +114,41 @@ void render(const std::vector<Sphere> &spheres, const std::vector<Light> &lights
float dir_x = (i + 0.5) - width/2.;
float dir_y = -(j + 0.5) + height/2.; // this flips the image at the same time
float dir_z = -height/(2.*tan(fov/2.));
framebuffer[i+j*width] = cast_ray(Vec3f(0,0,0), Vec3f(dir_x, dir_y, dir_z).normalize(), spheres, lights);
framebuffer[i+j*width] = cast_ray(vec3{0,0,0}, vec3{dir_x, dir_y, dir_z}.normalize(), spheres, lights);
}
}
std::ofstream ofs; // save the framebuffer to file
ofs.open("./out.ppm",std::ios::binary);
ofs.open("./out.ppm", std::ios::binary);
ofs << "P6\n" << width << " " << height << "\n255\n";
for (size_t i = 0; i < height*width; ++i) {
Vec3f &c = framebuffer[i];
for (vec3 &c : framebuffer) {
float max = std::max(c[0], std::max(c[1], c[2]));
if (max>1) c = c*(1./max);
for (size_t j = 0; j<3; j++) {
ofs << (char)(255 * std::max(0.f, std::min(1.f, framebuffer[i][j])));
}
ofs << (char)(255 * c[0]) << (char)(255 * c[1]) << (char)(255 * c[2]);
}
ofs.close();
}
int main() {
Material ivory(1.0, Vec4f(0.6, 0.3, 0.1, 0.0), Vec3f(0.4, 0.4, 0.3), 50.);
Material glass(1.5, Vec4f(0.0, 0.5, 0.1, 0.8), Vec3f(0.6, 0.7, 0.8), 125.);
Material red_rubber(1.0, Vec4f(0.9, 0.1, 0.0, 0.0), Vec3f(0.3, 0.1, 0.1), 10.);
Material mirror(1.0, Vec4f(0.0, 10.0, 0.8, 0.0), Vec3f(1.0, 1.0, 1.0), 1425.);
const Material ivory = {1.0, {0.6, 0.3, 0.1, 0.0}, {0.4, 0.4, 0.3}, 50.};
const Material glass = {1.5, {0.0, 0.5, 0.1, 0.8}, {0.6, 0.7, 0.8}, 125.};
const Material red_rubber = {1.0, {0.9, 0.1, 0.0, 0.0}, {0.3, 0.1, 0.1}, 10.};
const Material mirror = {1.0, {0.0, 10.0, 0.8, 0.0}, {1.0, 1.0, 1.0}, 1425.};
std::vector<Sphere> spheres;
spheres.push_back(Sphere(Vec3f(-3, 0, -16), 2, ivory));
spheres.push_back(Sphere(Vec3f(-1.0, -1.5, -12), 2, glass));
spheres.push_back(Sphere(Vec3f( 1.5, -0.5, -18), 3, red_rubber));
spheres.push_back(Sphere(Vec3f( 7, 5, -18), 4, mirror));
std::vector<Sphere> spheres = {
Sphere{vec3{-3, 0, -16}, 2, ivory},
Sphere{vec3{-1.0, -1.5, -12}, 2, glass},
Sphere{vec3{ 1.5, -0.5, -18}, 3, red_rubber},
Sphere{vec3{ 7, 5, -18}, 4, mirror}
};
std::vector<Light> lights;
lights.push_back(Light(Vec3f(-20, 20, 20), 1.5));
lights.push_back(Light(Vec3f( 30, 50, -25), 1.8));
lights.push_back(Light(Vec3f( 30, 20, 30), 1.7));
std::vector<Light> lights = {
{{-20, 20, 20}, 1.5},
{{ 30, 50, -25}, 1.8},
{{ 30, 20, 30}, 1.7}
};
render(spheres, lights);
return 0;
}