fart/main/Scene.cc
Josh Holtrop ef003f6100 added exposure equations to avoid saturation; default exposure 1.0; added "exposure" keyword to global scene options in parser
git-svn-id: svn://anubis/fart/trunk@250 7f9b0f55-74a9-4bce-be96-3c2cd072584d
2010-06-25 04:05:34 +00:00

300 lines
9.5 KiB
C++

#include <math.h> /* exp(), pow() */
#include <stdlib.h>
#include <string>
#include <vector>
#include <utility> /* pair */
#include <map>
#include <algorithm> /* sort() */
#include <functional> /* binary_function */
#include <typeinfo> /* typeid operator support */
#include "Scene.h"
#include "BMP.h"
#include "util/Color.h"
#include "shapes/Shape.h"
#include "Light.h"
using namespace std;
Scene::Scene(const map<string, const char *> & options,
const char * filename)
{
m_width = 800;
m_height = 600;
m_multisample_level = 1;
m_vfov = 60.0;
m_ambient_light = Color(0.1, 0.1, 0.1);
m_max_depth = 10;
m_exposure = 1.0f;
m_transforms.push(Transform());
load(filename);
/* after loading the scene file, apply any command-line render options */
for (map<const string, const char *>::const_iterator it = options.begin();
it != options.end();
it++)
{
if (it->first == "width")
{
m_width = atoi(it->second);
}
else if (it->first == "height")
{
m_height = atoi(it->second);
}
else if (it->first == "multisample")
{
m_multisample_level = atoi(it->second);
}
else if (it->first == "field-of-view")
{
m_vfov = atof(it->second);
}
else if (it->first == "max-depth")
{
m_max_depth = atoi(it->second);
}
}
/* view plane distance is calculated based on the field of view */
m_view_plane_dist = (m_height / 2.0) / tan(M_PI * m_vfov / 360.0);
m_sample_span = 1.0 / m_multisample_level;
m_half_sample_span = m_sample_span / 2.0;
m_multisample_level_squared = m_multisample_level * m_multisample_level;
}
Scene::~Scene()
{
}
void Scene::renderPixel(int x, int y, unsigned char * pixel)
{
/* calculate the ray going from the camera through this pixel */
Color finalColor;
for (int i = 0; i < m_multisample_level; i++)
{
for (int j = 0; j < m_multisample_level; j++)
{
double rx = (x + i * m_sample_span + m_half_sample_span)
- (m_width / 2.0);
double rz = (m_height / 2.0)
- (y + j * m_sample_span + m_half_sample_span);
Ray ray(Vector(0, 0, 0), Vector(rx, m_view_plane_dist, rz));
finalColor += traceRay(ray);
}
}
/* apply exposure formula so we aren't saturated */
finalColor.r = 1.0f -
exp(-m_exposure * finalColor.r / m_multisample_level_squared);
finalColor.g = 1.0f -
exp(-m_exposure * finalColor.g / m_multisample_level_squared);
finalColor.b = 1.0f -
exp(-m_exposure * finalColor.b / m_multisample_level_squared);
#if 0
/* gamma correct */
finalColor.r = pow(finalColor.r, 1 / 2.2);
finalColor.g = pow(finalColor.g, 1 / 2.2);
finalColor.b = pow(finalColor.b, 1 / 2.2);
#endif
/* take the average of all the samples as the final pixel value */
pixel[BMP_RED] = (unsigned char) (0xFF * finalColor.r);
pixel[BMP_GREEN] = (unsigned char) (0xFF * finalColor.g);
pixel[BMP_BLUE] = (unsigned char) (0xFF * finalColor.b);
}
Color Scene::traceRay(const Ray & ray)
{
return traceRayRecurse(ray, m_max_depth, 1.0);
}
/**
* factor: the proportion of the final color that this computation is worth
*/
Color Scene::traceRayRecurse(const Ray & ray, int depth, double factor)
{
Color color;
Shape::Intersection hit = getRayClosestHit(ray);
if ( ! hit.shape.isNull() )
{
/* compute the Phong lighting for each hit */
refptr<Material> material = hit.shape->getMaterial();
/* check for backfaces */
if (ray.getDirection() % hit.normal > 0.0)
{
/* if dot product is positive, this is a back-face */
hit.normal = -hit.normal;
}
color = computePhong(material,
ray,
hit.position,
hit.normal);
if (depth > 0 && factor > SCENE_FACTOR_THRESHOLD)
{
double reflectance = material->getReflectance();
if (factor * reflectance > SCENE_FACTOR_THRESHOLD)
{
color *= (1.0 - reflectance);
Vector reflected_direction =
(-ray.getDirection()).reflect(hit.normal);
Ray newRay(hit.position, reflected_direction);
Vector jitter_surface_point = newRay[0.0001];
Ray jitterNewRay(jitter_surface_point, reflected_direction);
Color c = traceRayRecurse(jitterNewRay,
depth - 1,
factor * reflectance);
color += c * reflectance;
}
double transparency = material->getTransparency();
if (factor * transparency > SCENE_FACTOR_THRESHOLD)
{
color *= (1.0 - transparency);
Vector jitter_surface_point = hit.position
+ ray.getDirection() * 0.0001;
Ray newRay(jitter_surface_point, ray.getDirection());
Color c = traceRayRecurse(newRay,
depth - 1,
factor * transparency);
color += c * transparency;
}
}
}
return color;
}
Shape::Intersection Scene::getRayClosestHit(const Ray & ray)
{
Shape::Intersection hit;
double min_dist = 0.0;
bool foundOne = false;
/* loop through all shapes in the scene */
for (vector< refptr<Shape> >::iterator it = m_shapes.begin();
it != m_shapes.end();
it++)
{
Shape::IntersectionList intersections = (*it)->intersect(*it, ray);
for (int i = 0, num_results = intersections.size();
i < num_results;
i++)
{
refptr<Shape> shape = intersections[i].shape;
const Vector & isect_point = intersections[i].position;
double intersect_dist = ray.getOrigin().dist_to(isect_point);
if (foundOne == false || intersect_dist < min_dist)
{
hit = intersections[i];
min_dist = intersect_dist;
foundOne = true;
}
}
}
return hit;
}
Color Scene::computePhong(const refptr<Material> material,
const Ray & viewRay,
const Vector & surfacePoint,
const Vector & surfaceNormal)
{
Color result = m_ambient_light * material->getAmbientColor();
Vector viewDirection = -viewRay.getDirection();
double shininess = material->getShininess();
const Color & diffuseColor = material->getDiffuseColor();
const Color & specularColor = material->getSpecularColor();
for (std::vector< refptr<Light> >::const_iterator it = m_lights.begin();
it != m_lights.end();
it++)
{
Vector directionToLight = (*it)->getPosition() - surfacePoint;
directionToLight.normalize();
Vector reflectedLightDirection =
directionToLight.reflect(surfaceNormal);
Ray surfaceToLight(surfacePoint, directionToLight);
Color light_contribution =
calculateLightContribution(surfaceToLight.shift(0.0001), *it);
if ( light_contribution.r > 0.0
|| light_contribution.g > 0.0
|| light_contribution.b > 0.0 )
{
/* calculate the diffuse term */
double diffuse_coef = directionToLight % surfaceNormal;
if (diffuse_coef > 0.0)
{
result += diffuseColor
* (*it)->getDiffuseColor()
* diffuse_coef
* light_contribution;
}
/* calculate the specular term */
double specular_coef = reflectedLightDirection % viewDirection;
if (specular_coef > 0.0)
{
result += specularColor
* (*it)->getSpecularColor()
* pow(specular_coef, shininess)
* light_contribution;
}
}
}
return result;
}
Color Scene::calculateLightContribution(const Ray & toLight,
refptr<Light> light)
{
Color contrib(1.0, 1.0, 1.0);
double dist_to_light = toLight.getOrigin().dist_to(light->getPosition());
double dist_so_far = 0.0;
Ray currentRay = toLight;
for (;;)
{
Shape::Intersection hit = getRayClosestHit(currentRay);
if ( hit.shape.isNull() )
break;
double offset = currentRay.getOrigin().dist_to(hit.position) + 0.0001;
if ( dist_so_far + offset > dist_to_light )
break;
contrib *= hit.shape->getMaterial()->getTransparency();
contrib *= hit.shape->getMaterial()->getDiffuseColor();
if ( contrib.r < SCENE_FACTOR_THRESHOLD
&& contrib.g < SCENE_FACTOR_THRESHOLD
&& contrib.b < SCENE_FACTOR_THRESHOLD )
break;
dist_so_far += offset;
currentRay = currentRay.shift(offset);
}
return contrib;
}