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authorJulian T <julian@jtle.dk>2020-03-23 18:09:32 +0100
committerJulian T <julian@jtle.dk>2020-03-23 18:09:32 +0100
commit7641384c1fc9827ac012caa6481ffd35b4369e47 (patch)
tree17ed94a78d77ceb0007433e67129b3ba7535422f /ray.ino
parent83b552b622da561de047f798e5d50d59f724b1eb (diff)
Runs on arduino, output not testetarduino
Diffstat (limited to 'ray.ino')
-rw-r--r--ray.ino351
1 files changed, 351 insertions, 0 deletions
diff --git a/ray.ino b/ray.ino
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--- /dev/null
+++ b/ray.ino
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+#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);
+
+ vector_t rdir, rstart;
+ ray_t r = {start: &rstart, direction: &rdir};
+
+ object_t *o = ray_cast(s, ray, &dist, false, 0);
+ if (!o) {
+ color_add(&c, &c, &s->back);
+ goto exit;
+ }
+
+ 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 (unsigned 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);
+}