diff options
author | Julian T <julian@jtle.dk> | 2020-03-23 18:09:32 +0100 |
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committer | Julian T <julian@jtle.dk> | 2020-03-23 18:09:32 +0100 |
commit | 7641384c1fc9827ac012caa6481ffd35b4369e47 (patch) | |
tree | 17ed94a78d77ceb0007433e67129b3ba7535422f /ray.c | |
parent | 83b552b622da561de047f798e5d50d59f724b1eb (diff) |
Runs on arduino, output not testetarduino
Diffstat (limited to 'ray.c')
-rw-r--r-- | ray.c | 351 |
1 files changed, 0 insertions, 351 deletions
@@ -1,351 +0,0 @@ -#include <stdio.h> -#include <math.h> -#include <stdlib.h> -#include "vector.h" - -#include "ray.h" - -#define PI 3.14159265359 - -// https://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection -// http://viclw17.github.io/2018/07/16/raytracing-ray-sphere-intersection/ -// https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection -COORD_T ray_intersect_sphere(sphere_t *s, ray_t *ray, bool skip_dist) -{ - // Vector between vector start and center of circle - vector_t oc; - vector_sub(&oc, ray->start, &s->center); - - // Solve quadratic function - // TODO Not sure if this step i neccesary because dir is unit - COORD_T a = vector_dot(ray->direction, ray->direction); - COORD_T b = 2 * vector_dot(&oc, ray->direction); - COORD_T c = vector_dot(&oc, &oc) - s->radius * s->radius; - - COORD_T d = b * b - 4 * a * c; - - // no intersection - if (d < 0) { - return -1; - } - if (skip_dist) { - return 1; - } - - // Else take the closest intersection, reuse d - COORD_T q = (b > 0) ? - -0.5 * (b + sqrt(d)) : - -0.5 * (b - sqrt(d)); - - COORD_T x1 = q / a; - COORD_T x0 = c / q; - - // Take the correct result. If one is zero take the other. - if (x0 <= ZERO_APROX) { - if (x1 <= 0) { - return -1; - } - - x0 = x1; - } - - // If point is on sphere it will be zero close to zero - if (x0 < ZERO_APROX) { - return -1; - } - - return x0; -} - -// Requires that vectors are normalized -// https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-plane-and-ray-disk-intersection -COORD_T ray_intersect_plane(plane_t *p, ray_t *ray, bool skip_dist) -{ - // If zero ray is parralel to plane - COORD_T nr = vector_dot(&p->norm, ray->direction); - - // Take care of rounding errors - if (nr < ZERO_APROX && nr > -ZERO_APROX) { - return -1; - } - if (skip_dist) { - return 1; - } - - // Calculate distance - vector_t tmp; - vector_copy(&tmp, &p->start); - vector_sub(&tmp, &tmp, ray->start); - - COORD_T t = vector_dot(&tmp, &p->norm) / nr; - return t; -} - -COORD_T ray_intersect(object_t *o, ray_t *ray, bool skip_dist) -{ - switch (o->type) { - case TYPE_PLANE: - return ray_intersect_plane(&o->pl, ray, skip_dist); - case TYPE_SPHERE: - return ray_intersect_sphere(&o->sph, ray, skip_dist); - default: - printf("Unknown object type %d\n", o->type); - return -1; - } -} - -// If chk is true, will return at first hit less than chk_dist -object_t *ray_cast(space_t *s, ray_t *r, COORD_T *dist_ret, bool chk, COORD_T chk_dist) -{ - object_t *o = s->objects; - - object_t *smallest = NULL; - COORD_T dist = 0; - - while (o) { - COORD_T d = ray_intersect(o, r, false); - - if (d > ZERO_APROX) { - if (chk && ( chk_dist > d || chk_dist == 0)) { - if (dist_ret) { - *dist_ret = d; - } - return o; - } - if (d < dist || smallest == NULL) { - dist = d; - smallest = o; - } - } - - o = o->next; - } - - if (chk) { - return NULL; - } - - if (dist_ret) { - *dist_ret = dist; - } - return smallest; -} - -static void direct_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *eye, vector_t *point) -{ - ray_t r; - r.start = point; - - // And vector towards viewer - vector_t V; - vector_sub(&V, eye, point); - - // Normalice it - vector_scale_inv(&V, &V, vector_len(&V)); - - // Cast light rays - light_t *light = s->lights; - while (light) { - vector_t l; - - // Calculate distance to light - vector_sub(&l, &light->pos, point); - COORD_T d = vector_len(&l); - - // Normalice - vector_scale_inv(&l, &l, vector_len(&l)); - - // Find obstacles - r.direction = &l; - object_t *obs = ray_cast(s, &r, NULL, true, d); - if (obs) { - light = light->next; - continue; - } - - // Calculate Deffuse part - color_t tmp; - COORD_T cl = vector_dot(&l, N); - if (cl > 0) { - color_scale(&tmp, &light->defuse, cl * o->m->defuse); - color_add(dest, &tmp, dest); - } - - // calculate specular part. TODO implement blinn-phong - // Calculate R_m - vector_t R; - vector_scale(&R, N, 2 * vector_dot(&l, N)); - vector_sub(&R, &R, &l); - - // Add it to the light - cl = 1 * vector_dot(&R, &V); - if (cl > 0) { - cl = pow(cl, o->m->shine); - color_scale(&tmp, &light->specular, cl * o->m->specular); - color_add(dest, &tmp, dest); - } - - light = light->next; - } -} - -// Calculates the global illumination. Pretty slow -// https://www.scratchapixel.com/lessons/3d-basic-rendering/global-illumination-path-tracing/global-illumination-path-tracing-practical-implementation -static void env_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *point, void *seed) -{ - // Create new coordinate system where N is up. To do this we need two more vectors for the other axises. - // Create the 2. by setting x or y to 0 - vector_t Nt; - if (N->x > N->y) { - vector_set(&Nt, N->z, 0, -N->x); - } else { - vector_set(&Nt, 0, -N->z, N->y); - } - // Normalice - vector_scale_inv(&Nt, &Nt, vector_len(&Nt)); - - // Create the 3. axis by taking the cross of the other - vector_t Nb; - vector_cross(&Nb, N, &Nt); - - // Prepare ray - ray_t r; - r.start = point; - - // Tmp color for accumilating colors - color_t acc; - color_set(&acc, 0, 0, 0); - - for (unsigned i = 0; i < s->env_samples; i++) { - // Do the monte carlo random distribution thing from the article - COORD_T r1 = ray_rand(seed); - COORD_T r2 = ray_rand(seed); - - COORD_T sinTheta = sqrt(1 - r1 * r1); - COORD_T phi = 2 * PI * r2; - - // Calculate the random direction vector - vector_t randdir; - vector_set(&randdir, sinTheta * cos(phi), r1, sinTheta * sin(phi)); - - // Convert to world cordinates using the calculated N vectors. - vector_set(&randdir, randdir.x * Nb.x + randdir.y * N->x + randdir.z * Nt.x, - randdir.x * Nb.y + randdir.y * N->y + randdir.z * Nt.y, - randdir.x * Nb.z + randdir.y * N->z + randdir.z * Nt.z); - - // Check the direction for obstacles - r.direction = &randdir; - object_t *obs = ray_cast(s, &r, NULL, true, 0); - if (obs) { - // If we hit something don't add the light - continue; - } - - // Add the light together after scaling it - color_t tmp; - color_scale(&tmp, &s->env_color, r1); - - acc.r += tmp.r; acc.g += tmp.g; acc.b += tmp.b; - } - - // Devide by number of samples and pdf - color_scale(&acc, &acc, ((COORD_T) 1/ s->env_samples) * (2 * PI)); - - // Add to dest - color_add(dest, dest, &acc); - -} - -int ray_trace_recur(space_t *s, color_t *dest, ray_t *ray, unsigned hop, COORD_T scale, void *seed) -{ - COORD_T dist; - color_t c; - color_set(&c, 0, 0, 0); - - object_t *o = ray_cast(s, ray, &dist, false, 0); - if (!o) { - color_add(&c, &c, &s->back); - goto exit; - } - - vector_t rdir, rstart; - ray_t r = {start: &rstart, direction: &rdir}; - - vector_scale(r.start, ray->direction, dist); - vector_add(r.start, r.start, ray->start); - - // Calculate normal vector - vector_t N; - obj_norm_at(o, &N, r.start); - - // Check if we should calculate light - if (o->m->defuse + o->m->specular > ZERO_APROX) { - // Add all light hitting o at r.start to c - direct_light(s, &c, o, &N, ray->start, r.start); - } - - // Calculate environmental light - if (s->env_samples) { - env_light(s, &c, o, &N, r.start, seed); - } - - // Calculate reflection vector - if (hop < 2 && o->m->reflective > ZERO_APROX) { - vector_scale(r.direction, &N, 2 * vector_dot(ray->direction, &N)); - vector_sub(r.direction, ray->direction, r.direction); - - ray_trace_recur(s, &c, &r, hop+1, o->m->reflective, seed); - } - - - // Scale by the objects own color. - color_scale_vector(&c, &c, &o->m->color); - -exit: - // Add it to the result - color_scale(&c, &c, scale); - color_add(dest, dest, &c); - - return 0; -} - -void ray_trace(space_t *s, unsigned int x, unsigned int y, unsigned samples, color_t *c, void *seed) -{ - // Init return color. Will be accumilated with all the detected light. - color_set(c, 0, 0, 0); - - // Setup primary ray - ray_t r; - r.start = &s->view.position; - - vector_t dir; - r.direction = vector_set(&dir, 0, 0, 0); - - // Multiple samples for antialias - // TODO better distribution of antialias probes - for (int i = 0; i < samples; i++) { - color_t ctmp; - color_set(&ctmp, 0, 0, 0); - //memset(&ctmp, 0, sizeof(color_t)); - - // Multiple samples inside same pixel - COORD_T tmp = (COORD_T) i/ (COORD_T) samples; - viewpoint_ray(&s->view, r.direction, x + tmp, y + tmp); - - // Run the recursive ray trace - ray_trace_recur(s, &ctmp, &r, 0, 1, seed); - - // Color_add will not go above 1. In this case we don't want that. - c->r += ctmp.r; c->g += ctmp.g; c->b += ctmp.b; - - } - - // Take the median - if (samples > 1) { - // Same as deviding by samples - color_scale(c, c, 1.0/ (COORD_T) samples); - } - - // Add ambient - color_add(c, c, &s->ambient); -} |