Merge pull request #13 from vonhyou/bugfix-raycalc

Bugfix after beta 1
This commit is contained in:
Shuo Feng 2024-03-14 19:34:13 -04:00 committed by GitHub
commit b38e8bc964
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14 changed files with 151 additions and 136 deletions

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@ -3,22 +3,23 @@
#include <Eigen/Dense>
#include <cmath>
Vector3f Geometry::diffuse() const { return cd; }
Vector3f Geometry::specular() const { return cs; }
Vector3f Geometry::ambient() const { return ca; }
float Geometry::coefDiffuse() const { return kd; }
float Geometry::coefSpecular() const { return ks; }
float Geometry::coefAmbient() const { return ka; }
float Geometry::getPhong() const { return phong; }
Vector3f Geometry::cd() const { return cd_; }
Vector3f Geometry::cs() const { return cs_; }
Vector3f Geometry::ca() const { return ca_; }
float Geometry::kd() const { return kd_; }
float Geometry::ks() const { return ks_; }
float Geometry::ka() const { return ka_; }
float Geometry::phong() const { return phong_; }
Geometry::Type Geometry::type() const { return type_; }
void Geometry::setTransform(const Matrix4f &transform) {
this->transform = transform;
}
Optional<float> Sphere::intersect(const Ray &r) const {
Vector3f originCenter = r.getOrigin() - center;
float a = r.getDirection().dot(r.getDirection());
float b = 2.0f * originCenter.dot(r.getDirection());
Vector3f originCenter = r.origin() - center;
float a = r.direction().dot(r.direction());
float b = 2.0f * originCenter.dot(r.direction());
float c = originCenter.dot(originCenter) - radius * radius;
float delta = b * b - 4 * a * c;
@ -35,7 +36,7 @@ Optional<float> Sphere::intersect(const Ray &r) const {
return Optional<float>::nullopt;
}
Vector3f Sphere::getNormal(const Vector3f &p) const {
Vector3f Sphere::normal(const Vector3f &p) const {
return (p - center).normalized();
}
@ -51,18 +52,18 @@ bool isInRectangle(const Vector3f &p, const Vector3f &a, const Vector3f &b,
}
Optional<float> Rectangle::intersect(const Ray &r) const {
float denom = normal.dot(r.getDirection());
float denom = normal_.dot(r.direction());
if (abs(denom) < 1e-6f)
return Optional<float>::nullopt;
float t = -normal.dot(r.getOrigin() - p1) / denom;
float t = -normal_.dot(r.origin() - p1) / denom;
if (t <= 0)
return Optional<float>::nullopt;
Vector3f p = r.getOrigin() + t * r.getDirection();
Vector3f p = r.origin() + t * r.direction();
return isInRectangle(p, p1, p2, p3, p4, normal) ? Optional<float>(t)
: Optional<float>::nullopt;
return isInRectangle(p, p1, p2, p3, p4, normal_) ? Optional<float>(t)
: Optional<float>::nullopt;
}
Vector3f Rectangle::getNormal(const Vector3f &p) const { return normal; }
Vector3f Rectangle::normal(const Vector3f &p) const { return normal_; }

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@ -19,27 +19,29 @@ public:
virtual ~Geometry() = default;
virtual Optional<float> intersect(const Ray &) const = 0;
virtual Vector3f getNormal(const Vector3f &) const = 0;
virtual Vector3f normal(const Vector3f &) const = 0;
protected:
Geometry(Type type, float ka, float kd, float ks, const Vector3f &ca,
const Vector3f &cd, const Vector3f &cs, float pc)
: type(type), ka(ka), kd(kd), ks(ks), ca(ca), cd(cd), cs(cs), phong(pc) {}
: type_(type), ka_(ka), kd_(kd), ks_(ks), ca_(ca), cd_(cd), cs_(cs),
phong_(pc) {}
Type type;
float ka, kd, ks; // coefficients for ambient, diffuse and specular
Vector3f ca, cd, cs; // ambient, diffuse and specular reflection color
float phong; // phone coefficient, for `pc`
Type type_;
float ka_, kd_, ks_; // coefficients for ambient, diffuse and specular
Vector3f ca_, cd_, cs_; // ambient, diffuse and specular reflection color
float phong_; // phone coefficient, for `pc`
Matrix4f transform = Matrix4f::Identity();
public:
Vector3f diffuse() const;
Vector3f specular() const;
Vector3f ambient() const;
float coefDiffuse() const;
float coefSpecular() const;
float coefAmbient() const;
float getPhong() const;
Vector3f cd() const;
Vector3f cs() const;
Vector3f ca() const;
float kd() const;
float ks() const;
float ka() const;
float phong() const;
Type type() const;
void setTransform(const Matrix4f &);
};
@ -51,7 +53,7 @@ public:
center(center) {}
Optional<float> intersect(const Ray &) const override;
Vector3f getNormal(const Vector3f &) const override;
Vector3f normal(const Vector3f &) const override;
private:
float radius;
@ -64,14 +66,14 @@ public:
const Vector3f &cs, float pc, const Vector3f &p1,
const Vector3f &p2, const Vector3f &p3, const Vector3f &p4)
: Geometry(Type::RECTANGLE, ka, kd, ks, ca, cd, cs, pc), p1(p1), p2(p2),
p3(p3), p4(p4), normal((p2 - p1).cross(p3 - p1).normalized()) {}
p3(p3), p4(p4), normal_((p2 - p1).cross(p3 - p1).normalized()) {}
Optional<float> intersect(const Ray &) const override;
Vector3f getNormal(const Vector3f &) const override;
Vector3f normal(const Vector3f &) const override;
private:
Vector3f p1, p2, p3, p4;
Vector3f normal;
Vector3f normal_;
};
#endif // !GEOMETRY_H_

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@ -4,16 +4,16 @@ bool HitRecord::operator<(const HitRecord &other) const {
return this->t > other.t; // to get the nearest t
}
Geometry *HitRecord::geometry() const { return g; }
Geometry *HitRecord::geometry() const { return geometry_; }
Vector3f HitRecord::getPoint() const {
return r.getOrigin() + t * r.getDirection();
Vector3f HitRecord::point() const {
return ray_.origin() + t * ray_.direction();
}
Vector3f HitRecord::viewDirection() const {
return -r.getDirection().normalized();
return -ray_.direction().normalized();
}
Vector3f HitRecord::normal() const { return n; }
Vector3f HitRecord::normal() const { return normal_; }
void HitRecord::calcNormal() { n = g->getNormal(getPoint()); }
void HitRecord::calcNormal() { normal_ = geometry_->normal(point()); }

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@ -9,18 +9,18 @@ using Eigen::Vector3f;
class HitRecord {
public:
HitRecord(float t, const Ray &r, Geometry *g) : t(t), r(r), g(g) {}
HitRecord(float t, const Ray &r, Geometry *g) : t(t), ray_(r), geometry_(g) {}
bool operator<(const HitRecord &) const;
private:
float t;
Ray r;
Vector3f n;
Geometry *g;
Ray ray_;
Vector3f normal_;
Geometry *geometry_;
public:
Geometry *geometry() const;
Vector3f getPoint() const;
Vector3f point() const;
Vector3f viewDirection() const;
Vector3f normal() const;
void calcNormal();

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@ -1,4 +1,6 @@
#include "Light.h"
#include "Scene.h"
#include <algorithm>
#include <cmath>
@ -12,34 +14,34 @@ void Light::setUseCenter(bool useCenter) { this->useCenter = useCenter; }
void Light::setIsUse(bool isUse) { this->use = isUse; }
Vector3f Light::getDiffuse() const { return diffuse; }
Vector3f Light::id() const { return id_; }
Vector3f Light::getSpecular() const { return specular; }
Vector3f Light::is() const { return is_; }
bool Light::isUse() const { return use; }
Vector3f PointLight::illumination(const HitRecord &hit,
const vector<Geometry *> &geometries) const {
Vector3f shadingPoint = hit.getPoint();
Vector3f shadingPoint = hit.point();
Vector3f rayDirection = (center - shadingPoint).normalized();
Geometry *geometry = hit.geometry();
Ray shadowRay(shadingPoint, rayDirection);
for (auto g : geometries)
if (g != geometry && g->intersect(shadowRay).hasValue())
if (g != geometry && g->intersect(shadowRay).hasValue() &&
g->type() == Geometry::Type::SPHERE)
return Vector3f::Zero();
Vector3f ambient_ = geometry->coefAmbient() * geometry->ambient();
Vector3f ambient_ =
geometry->ka() * geometry->ca().array() * Scene::current->ai().array();
Vector3f diffuse_ = geometry->coefDiffuse() * geometry->diffuse().array() *
diffuse.array() *
Vector3f diffuse_ = geometry->kd() * geometry->cd().array() * id_.array() *
std::max(0.0f, hit.normal().dot(rayDirection));
Vector3f halfWay = (hit.viewDirection() + rayDirection).normalized();
Vector3f specular_ =
geometry->coefSpecular() * geometry->specular().array() *
specular.array() *
pow(std::max(0.0f, hit.normal().dot(halfWay)), geometry->getPhong());
geometry->ks() * geometry->cs().array() * is_.array() *
pow(std::max(0.0f, hit.normal().dot(halfWay)), geometry->phong());
return specular_ + ambient_ + diffuse_;
}
@ -55,9 +57,12 @@ Vector3f AreaLight::illumination(const HitRecord &hit,
color += PointLight(*this, p1 + (u + v) / 2).illumination(hit, geometries);
} else {
for (int y = 0; y < gridSize; ++y)
for (int x = 0; x < gridSize; ++x)
color += PointLight(*this, p1 + (u * x + v * y) / gridSize)
.illumination(hit, geometries);
for (int x = 0; x < gridSize; ++x) {
Vector3f contribution =
PointLight(*this, p1 + (u * x + v * y) / gridSize)
.illumination(hit, geometries);
color += contribution;
}
}
return color / gridSize / gridSize;

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@ -21,11 +21,11 @@ public:
protected:
Light(Type type, const Vector3f &id, const Vector3f &is)
: type(type), diffuse(id), specular(is) {}
: type_(type), id_(id), is_(is) {}
Type type;
Vector3f diffuse;
Vector3f specular;
Type type_;
Vector3f id_;
Vector3f is_;
Matrix4f transform = Matrix4f::Identity(); // optional member `transform`
unsigned int gridSize = 0; // optional member `n`
bool useCenter = false; // optional member `usecenter`
@ -36,8 +36,8 @@ public:
void setGridSize(unsigned int);
void setUseCenter(bool);
void setIsUse(bool);
Vector3f getDiffuse() const;
Vector3f getSpecular() const;
Vector3f id() const;
Vector3f is() const;
bool isUse() const;
};
@ -60,7 +60,7 @@ public:
: Light(Type::Point, id, is), center(center) {}
PointLight(const AreaLight &al, const Vector3f &center)
: PointLight(al.getDiffuse(), al.getSpecular(), center) {}
: PointLight(al.id(), al.is(), center) {}
virtual Vector3f illumination(const HitRecord &,
const vector<Geometry *> &) const override;

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@ -2,6 +2,8 @@
#include <fstream>
Output *Output::current = nullptr;
void Output::write() {
std::ofstream fout(path, std::ios_base::out | std::ios_base::binary);
fout << "P6\n" << width << ' ' << height << '\n' << "255" << std::endl;

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@ -33,6 +33,8 @@ public:
float g(int) const;
void b(int, float);
float b(int) const;
static Output *current;
};
#endif // !OUTPUT_H_

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@ -1,5 +1,5 @@
#include "Ray.h"
Vector3f Ray::getOrigin() const { return origin; }
Vector3f Ray::origin() const { return origin_; }
Vector3f Ray::getDirection() const { return direction; }
Vector3f Ray::direction() const { return direction_; }

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@ -7,15 +7,15 @@ using Eigen::Vector3f;
class Ray {
public:
Ray(const Vector3f &o, const Vector3f &d) : origin(o), direction(d) {}
Ray(const Vector3f &o, const Vector3f &d) : origin_(o), direction_(d) {}
private:
Vector3f origin;
Vector3f direction;
Vector3f origin_;
Vector3f direction_;
public:
Vector3f getOrigin() const;
Vector3f getDirection() const;
Vector3f origin() const;
Vector3f direction() const;
};
#endif // !RAY_H_

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@ -27,27 +27,25 @@ Ray getRay(int x, int y, const Vector3f &camPos, const Vector3f &pxUpperLeft,
return Ray(camPos, pxUpperLeft + x * du + y * dv - camPos);
}
void RayTracer::calculateColor(const HitRecord &hit, Output *buffer, int i) {
buffer->r(i, 0);
buffer->g(i, 0);
buffer->b(i, 0);
void RayTracer::calculateColor(const HitRecord &hit, int i) {
Vector3f result(0, 0, 0);
for (auto light : lights)
if (light->isUse()) {
Vector3f contribution =
light->illumination(hit, geometries).cwiseMax(0.0f).cwiseMin(1.0f) /
lights.size();
buffer->r(i, buffer->r(i) + contribution.x());
buffer->g(i, buffer->g(i) + contribution.y());
buffer->b(i, buffer->b(i) + contribution.z());
}
result += light->isUse() ? light->illumination(hit, geometries)
: Vector3f::Zero();
result = result.cwiseMax(0.0f).cwiseMin(1.0f);
Output::current->r(i, result.x());
Output::current->g(i, result.y());
Output::current->b(i, result.z());
}
void RayTracer::render(Scene *scene) {
int width = scene->getWidth();
int height = scene->getHeight();
Vector3f cameraPos = scene->getCenter();
Vector3f lookAt = scene->getLookAt();
float vpHeight = 2 * tan(scene->getFov() / 180 * M_PI / 2) * lookAt.norm();
void RayTracer::render() {
int width = Scene::current->width();
int height = Scene::current->height();
Vector3f cameraPos = Scene::current->center();
Vector3f lookAt = Scene::current->lookAt();
float vpHeight =
2 * tan(Scene ::current->fov() / 180 * M_PI / 2) * lookAt.norm();
float vpWidth = vpHeight * width / height;
Vector3f vpU = Vector3f(vpWidth, 0, 0);
Vector3f vpV = Vector3f(0, -vpHeight, 0);
@ -57,8 +55,8 @@ void RayTracer::render(Scene *scene) {
Vector3f vpUpperLeft = cameraPos + lookAt - vpU / 2.0 - vpV / 2.0;
Vector3f pxUpperLeft = vpUpperLeft + (du + dv) / 2.0;
Output *buffer =
new Output(scene->getBackgroundColor(), scene->getName(), width, height);
Output::current = new Output(Scene::current->backgroundColor(),
Scene::current->name(), width, height);
for (int y = 0; y < height; ++y)
for (int x = 0; x < width; ++x) {
@ -73,11 +71,9 @@ void RayTracer::render(Scene *scene) {
if (!records.empty()) {
HitRecord hit = records.top();
hit.calcNormal();
calculateColor(hit, buffer, y * width + x);
calculateColor(hit, y * width + x);
}
}
outputs.push_back(buffer);
}
void RayTracer::output() {
@ -88,8 +84,9 @@ void RayTracer::output() {
void RayTracer::run() {
parse();
for (auto scene : scenes)
render(scene);
output();
for (auto scene : scenes) {
Scene::current = scene;
render();
Output::current->write();
}
}

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@ -22,8 +22,8 @@ private:
std::vector<Output *> outputs;
void parse();
void calculateColor(const HitRecord &, Output *, int);
void render(Scene *);
void calculateColor(const HitRecord &, int);
void render();
void output();
};

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@ -1,33 +1,37 @@
#include "Scene.h"
string Scene::getName() const { return name; }
Scene *Scene::current = nullptr;
int Scene::getWidth() { return width; }
string Scene::name() const { return name_; }
int Scene::getHeight() { return height; }
int Scene::width() { return width_; }
float Scene::getFov() { return fov; }
int Scene::height() { return height_; }
Vector3f Scene::getCenter() const { return center; }
float Scene::fov() { return fov_; }
Vector3f Scene::getUpVector() const { return up; }
Vector3f Scene::ai() const { return ai_; }
Vector3f Scene::getLookAt() const { return lookAt; }
Vector3f Scene::center() const { return center_; }
Vector3f Scene::getBackgroundColor() const { return backgroundColor; }
Vector3f Scene::up() const { return up_; }
Vector3f Scene::lookAt() const { return lookAt_; }
Vector3f Scene::backgroundColor() const { return bgc_; }
void Scene::setRaysPerPixel(const Eigen::VectorXi &raysPerPixel) {
this->raysPerPixel = raysPerPixel;
this->raysPerPixel_ = raysPerPixel;
}
void Scene::setAntialiasing(bool antialiasing) {
this->antialiasing = antialiasing;
this->antialiasing_ = antialiasing;
}
void Scene::setTwoSideRender(bool twoSideRender) {
this->twoSideRender = twoSideRender;
this->twoSideRender_ = twoSideRender;
}
void Scene::setGlobalIllum(bool globalIllum) {
this->globalIllum = globalIllum;
this->globalIllum_ = globalIllum;
}

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@ -12,38 +12,40 @@ public:
Scene(string name, int width, int height, float fov, const Vector3f &center,
const Vector3f &up, const Vector3f &lookAt, const Vector3f &ai,
const Vector3f &bgc)
: name(name), width(width), height(height), fov(fov), center(center),
up(up), lookAt(lookAt), ai(ai), backgroundColor(bgc) {}
: name_(name), width_(width), height_(height), fov_(fov), center_(center),
up_(up), lookAt_(lookAt), ai_(ai), bgc_(bgc) {}
private:
string name;
int width;
int height;
float fov;
Vector3f center;
Vector3f up;
Vector3f lookAt;
Vector3f ai; // ambient intensity
Vector3f backgroundColor;
string name_;
int width_;
int height_;
float fov_;
Vector3f center_;
Vector3f up_;
Vector3f lookAt_;
Vector3f ai_; // ambient intensity
Vector3f bgc_;
Eigen::VectorXi raysPerPixel;
bool antialiasing = false;
bool twoSideRender = false;
bool globalIllum = false;
Eigen::VectorXi raysPerPixel_;
bool antialiasing_ = false;
bool twoSideRender_ = false;
bool globalIllum_ = false;
public:
string getName() const;
int getWidth();
int getHeight();
float getFov();
Vector3f getCenter() const;
Vector3f getUpVector() const;
Vector3f getLookAt() const;
Vector3f getBackgroundColor() const;
string name() const;
int width();
int height();
float fov();
Vector3f ai() const;
Vector3f center() const;
Vector3f up() const;
Vector3f lookAt() const;
Vector3f backgroundColor() const;
void setRaysPerPixel(const Eigen::VectorXi &);
void setAntialiasing(bool);
void setTwoSideRender(bool);
void setGlobalIllum(bool);
static Scene *current;
};
#endif // !SCENE_H_