406 lines
14 KiB
C++
406 lines
14 KiB
C++
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#include <math.h> /* exp(), pow(), M_PI */
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#include <stdlib.h>
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#include <string>
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#include <vector>
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#include <utility> /* pair */
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#include <map>
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#include <algorithm> /* sort() */
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#include <functional> /* binary_function */
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#include <typeinfo> /* typeid operator support */
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#include "Scene.h"
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#include "BMP.h"
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#include "util/Color.h"
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#include "shapes/Shape.h"
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#include "Light.h"
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using namespace std;
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#define MAX_AMBIENT_OCCLUSION_DISTANCE 50.0
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Scene::Scene(const map<string, const char *> & options,
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const char * filename)
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{
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m_width = 800;
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m_height = 600;
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m_multisample_level = 1;
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m_vfov = 60.0;
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m_ambient_light = Color(0.2, 0.2, 0.2);
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m_max_depth = 10;
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m_exposure = 1.0f;
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m_ambient_occlusion_level = 0;
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m_transforms.push(Transform());
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load(filename);
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/* after loading the scene file, apply any command-line render options */
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for (map<const string, const char *>::const_iterator it = options.begin();
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it != options.end();
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it++)
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{
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if (it->first == "width")
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{
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m_width = atoi(it->second);
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}
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else if (it->first == "height")
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{
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m_height = atoi(it->second);
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}
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else if (it->first == "multisample")
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{
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m_multisample_level = atoi(it->second);
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}
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else if (it->first == "field-of-view")
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{
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m_vfov = atof(it->second);
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}
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else if (it->first == "max-depth")
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{
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m_max_depth = atoi(it->second);
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}
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else if (it->first == "ambient-occlusion")
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{
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m_ambient_occlusion_level = atoi(it->second);
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}
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}
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/* view plane distance is calculated based on the field of view */
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m_view_plane_dist = (m_height / 2.0) / tan(M_PI * m_vfov / 360.0);
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m_sample_span = 1.0 / m_multisample_level;
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m_half_sample_span = m_sample_span / 2.0;
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m_multisample_level_squared = m_multisample_level * m_multisample_level;
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}
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Scene::~Scene()
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{
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/* clean up any textures loaded with freeimage */
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for (std::map< std::string, FIBITMAP * >::iterator it = m_textures.begin();
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it != m_textures.end();
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it++)
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{
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FreeImage_Unload(it->second);
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}
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}
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void Scene::renderPixel(int x, int y, unsigned char * pixel)
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{
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/* calculate the ray going from the camera through this pixel */
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Color finalColor;
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for (int i = 0; i < m_multisample_level; i++)
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{
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for (int j = 0; j < m_multisample_level; j++)
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{
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double rx = (x + i * m_sample_span + m_half_sample_span)
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- (m_width / 2.0);
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double rz = (m_height / 2.0)
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- (y + j * m_sample_span + m_half_sample_span);
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Ray ray(Vector(0, 0, 0), Vector(rx, m_view_plane_dist, rz));
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finalColor += traceRay(ray);
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}
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}
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/* apply exposure formula so we aren't saturated */
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finalColor.r = 1.0f -
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exp(-m_exposure * finalColor.r / m_multisample_level_squared);
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finalColor.g = 1.0f -
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exp(-m_exposure * finalColor.g / m_multisample_level_squared);
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finalColor.b = 1.0f -
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exp(-m_exposure * finalColor.b / m_multisample_level_squared);
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#if 0
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/* gamma correct */
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finalColor.r = pow(finalColor.r, 1 / 2.2);
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finalColor.g = pow(finalColor.g, 1 / 2.2);
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finalColor.b = pow(finalColor.b, 1 / 2.2);
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#endif
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/* take the average of all the samples as the final pixel value */
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pixel[BMP_RED] = (unsigned char) (0xFF * finalColor.r);
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pixel[BMP_GREEN] = (unsigned char) (0xFF * finalColor.g);
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pixel[BMP_BLUE] = (unsigned char) (0xFF * finalColor.b);
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}
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Color Scene::traceRay(const Ray & ray)
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{
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return traceRayRecurse(ray, m_max_depth, 1.0, NULL);
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}
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/**
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* factor: the proportion of the final color that this computation is worth
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*/
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Color Scene::traceRayRecurse(const Ray & ray, int depth, double factor,
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refptr<Material> last_material)
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{
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static refptr<Material> air = new Material();
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Color color(0, 0, 0);
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if (last_material.isNull())
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last_material = air;
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Shape::Intersection hit = getRayClosestHit(ray);
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if ( ! hit.shape.isNull() )
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{
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/* compute the Phong lighting for each hit */
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refptr<Material> material = hit.shape->getMaterial();
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/* check for backfaces */
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bool frontface = ray.getDirection() % hit.normal < 0.0;
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if (frontface)
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{
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color = computePhong(material,
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ray,
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hit.position,
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hit.normal);
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if (depth > 0 && factor > SCENE_FACTOR_THRESHOLD)
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{
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double reflectance = material->getReflectance();
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if (factor * reflectance > SCENE_FACTOR_THRESHOLD)
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{
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color *= (1.0 - reflectance);
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Vector reflected_direction =
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ray.getDirection().reflect(hit.normal);
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Ray newRay(hit.position, reflected_direction);
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Vector jitter_surface_point = newRay[0.0001];
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Ray jitterNewRay(jitter_surface_point, reflected_direction);
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Color c = traceRayRecurse(jitterNewRay,
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depth - 1,
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factor * reflectance,
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material);
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color += c * reflectance;
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}
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double transparency = material->getTransparency();
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if (factor * transparency > SCENE_FACTOR_THRESHOLD)
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{
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color *= (1.0 - transparency);
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Vector jitter_surface_point = hit.position
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+ ray.getDirection() * 0.0001;
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Vector refracted_direction =
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ray.getDirection().refract(hit.normal,
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last_material->getRefraction(),
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material->getRefraction());
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Ray newRay(jitter_surface_point, refracted_direction);
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Color c = traceRayRecurse(newRay,
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depth - 1,
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factor * transparency,
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material);
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color += c * transparency;
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}
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}
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}
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else
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{
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material = air;
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Vector jitter_surface_point = hit.position
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+ ray.getDirection() * 0.0001;
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Vector refracted_direction =
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ray.getDirection().refract(-hit.normal,
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last_material->getRefraction(),
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material->getRefraction());
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Ray newRay(jitter_surface_point, refracted_direction);
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color = traceRayRecurse(newRay, depth, factor, material);
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}
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}
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return color;
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}
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Shape::Intersection Scene::getRayClosestHit(const Ray & ray)
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{
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Shape::Intersection hit;
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double min_dist = 0.0;
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bool foundOne = false;
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/* loop through all shapes in the scene */
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for (vector< refptr<Shape> >::iterator it = m_shapes.begin();
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it != m_shapes.end();
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it++)
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{
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Shape::IntersectionList intersections = (*it)->intersect(*it, ray);
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for (int i = 0, num_results = intersections.size();
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i < num_results;
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i++)
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{
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refptr<Shape> shape = intersections[i].shape;
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const Vector & isect_point = intersections[i].position;
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double intersect_dist = ray.getOrigin().dist_to(isect_point);
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if (foundOne == false || intersect_dist < min_dist)
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{
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hit = intersections[i];
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min_dist = intersect_dist;
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foundOne = true;
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}
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}
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}
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return hit;
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}
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Color Scene::computePhong(const refptr<Material> material,
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const Ray & viewRay,
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const Vector & surfacePoint,
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const Vector & surfaceNormal)
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{
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Color result = m_ambient_light * material->getAmbientColor();
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if (m_ambient_occlusion_level > 0)
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{
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result *= calculateAmbientOcclusion(
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Ray(surfacePoint, surfaceNormal).shift(1e-7));
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}
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Vector viewDirection = -viewRay.getDirection();
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double shininess = material->getShininess();
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const Color & diffuseColor = material->getDiffuseColor();
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const Color & specularColor = material->getSpecularColor();
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for (std::vector< refptr<Light> >::const_iterator it = m_lights.begin();
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it != m_lights.end();
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it++)
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{
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Vector lightC = (*it)->getPosition();
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double lightRadius = (*it)->getRadius();
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Vector directionToLightC = lightC - surfacePoint;
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Vector lightPlaneX = directionToLightC.getPerpendicular().normalize();
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Vector lightPlaneY = (directionToLightC * lightPlaneX).normalize();
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int jitter_samples = 0, jitter_level = (*it)->getJitter();;
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Color jitterResult;
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for (int jitter_index = 0; jitter_index < jitter_level; jitter_index++)
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{
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double jitterRadius = jitter_index * lightRadius
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/ (jitter_level - 0.5);
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for (int i = 0, num = (int) (M_PI * jitter_index) + 1; i < num; i++)
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{
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jitter_samples++;
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double jitter_angle = i * 2.0 * M_PI / num;
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Vector jitterPosition = lightC
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+ lightPlaneX * jitterRadius * cos(jitter_angle)
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+ lightPlaneY * jitterRadius * sin(jitter_angle);
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Vector directionToLight = jitterPosition - surfacePoint;
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directionToLight.normalize();
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Vector reflectedLightDirection =
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(-directionToLight).reflect(surfaceNormal);
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Ray surfaceToLight(surfacePoint, directionToLight);
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Color light_contribution =
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calculateLightContribution(surfaceToLight.shift(0.0001),
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jitterPosition);
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if ( light_contribution.r > 0.0
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|| light_contribution.g > 0.0
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|| light_contribution.b > 0.0 )
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{
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/* calculate the diffuse term */
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double diffuse_coef = directionToLight % surfaceNormal;
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if (diffuse_coef > 0.0)
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{
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jitterResult += diffuseColor
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* (*it)->getDiffuseColor()
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* diffuse_coef
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* light_contribution;
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}
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/* calculate the specular term */
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double specular_coef = reflectedLightDirection % viewDirection;
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if (specular_coef > 0.0)
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{
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jitterResult += specularColor
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* (*it)->getSpecularColor()
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* pow(specular_coef, shininess)
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* light_contribution;
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}
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}
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}
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}
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jitterResult /= jitter_samples;
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result += jitterResult;
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}
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return result;
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}
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Color Scene::calculateLightContribution(const Ray & toLight,
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const Vector & lightPosition)
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{
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Color contrib(1.0, 1.0, 1.0);
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double dist_to_light = (lightPosition - toLight.getOrigin()).mag();
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double dist_so_far = 0.0;
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Ray currentRay = toLight;
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for (;;)
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{
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Shape::Intersection hit = getRayClosestHit(currentRay);
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if ( hit.shape.isNull() )
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break;
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double offset = currentRay.getOrigin().dist_to(hit.position) + 0.0001;
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if ( dist_so_far + offset > dist_to_light )
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break;
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contrib *= hit.shape->getMaterial()->getTransparency();
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contrib *= hit.shape->getMaterial()->getDiffuseColor();
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if ( contrib.r < SCENE_FACTOR_THRESHOLD
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&& contrib.g < SCENE_FACTOR_THRESHOLD
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&& contrib.b < SCENE_FACTOR_THRESHOLD )
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break;
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dist_so_far += offset;
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currentRay = currentRay.shift(offset);
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}
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return contrib;
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}
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Color Scene::calculateAmbientOcclusion(const Ray & surfaceNormal)
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{
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Color result(1, 1, 1);
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const int nISteps = m_ambient_occlusion_level * 6;
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const int nJSteps = nISteps / 2;
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int nRays = 0;
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Vector perpX = surfaceNormal.getDirection().getPerpendicular().normalize();
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Vector perpY = (surfaceNormal.getDirection() * perpX).normalize();
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double istep = 2.0 * M_PI / nISteps;
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double jstep = M_PI_2 / nJSteps;
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for (int i = 0; i < nISteps; i++)
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{
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int lim = i > 0 ? nJSteps : 1;
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for (int j = 0; j < lim; j++)
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{
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Vector direction = cos(i * istep) * sin(j * jstep) * perpX
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+ sin(i * istep) * sin(j * jstep) * perpY
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+ cos(j * jstep) * surfaceNormal.getDirection();
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Ray thisRay(surfaceNormal.getOrigin(), direction);
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double dist = 0.0;
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Color contrib(1, 1, 1);
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while (contrib.r > 0.2 && contrib.g > 0.2 && contrib.b > 0.2)
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{
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Shape::Intersection hit = getRayClosestHit(thisRay);
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if (hit.shape.isNull())
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break;
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double hitDist = (hit.position - thisRay.getOrigin()).mag();
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dist += hitDist;
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if (dist > MAX_AMBIENT_OCCLUSION_DISTANCE)
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break;
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contrib *= hit.shape->getMaterial()->getTransparency()
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* hit.shape->getMaterial()->getDiffuseColor();
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thisRay = thisRay.shift(hitDist + 1E-7);
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}
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result += contrib;
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nRays++;
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}
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}
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result /= nRays;
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return result;
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}
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