#include #include #include #include #include "vector.h" #include "ctranslate.h" #include "ray.h" #define PI 3.14159265359 int ray_trace_recur(space_t *s, color_t *dest, ray_t *ray, unsigned hop, COORD_T scale, void *seed); // 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; } // Color the object o reflects. Given is the point of intersect, vector to the light dir, vector to viewer V, and normal at point N. static void reflected_at(object_t *o, color_t *dest, color_t *incolor, COORD_T intensity, vector_t *point, vector_t *dir, vector_t *V, vector_t *N) { // Calculate Deffuse part color_t tmp; COORD_T cl = vector_dot(dir, N) * intensity; if (cl > 0) { color_scale(&tmp, incolor, 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(dir, N)); vector_sub(&R, &R, dir); // Add it to the light cl = vector_dot(&R, V) * intensity; if (cl > 0) { cl = pow(cl, o->m->shine); color_scale(&tmp, incolor, cl * o->m->specular); color_add(dest, &tmp, dest); } } // Calculate the contribution of light on o. V is vector to viewer and N is normal at point static void contribution_from_pointlight(space_t *s, color_t *dest, object_t *o, light_t *light, vector_t *point, vector_t *V, vector_t *N) { vector_t l; // Prepare ray ray_t r; r.start = point; // Calculate distance to light vector_sub(&l, &light->point.pos, point); COORD_T d = vector_len(&l); // Normalice vector_norm(&l); // Find obstacles r.direction = &l; object_t *obs = ray_cast(s, &r, NULL, true, d); if (obs) { return; } // Calculate the reflected light COORD_T i = light->radiance / ( d * d); reflected_at(o, dest, &light->color, i, point, &l, V, N); } // Many of these can maybe be put in a context struct static void contribution_from_arealight(space_t *s, color_t *dest, object_t *o, light_t *light, vector_t *point, vector_t *V, vector_t *N, void *seed) { // This only works with spheres assert(light->area->type == TYPE_SPHERE); // Color to collect temporary results in color_t c; color_set(&c, 0, 0, 0); ray_t ray; ray.start = point; // Calculate vector from light to point vector_t l; vector_sub(&l, point, &light->area->sph.center); vector_norm(&l); // Initialize the transformation stuff csystem_t cs; csystem_init(&cs, &l); // Do the same monte carlo as with environment but the starting point is the center of the circle. // And the result is a point on the circle for (int i = 0; i < s->gfx->arealight_samples; i++) { // Do the monte carlo random distribution thing from the article COORD_T r1 = ray_rand(seed); // Random direction on halv sphere pointing towards point vector_t randpoint; csystem_hemisphere_random(&cs, r1, ray_rand(seed), &randpoint); csystem_calc_real(&cs, &randpoint, &randpoint); // Shift it up to center of circle vector_add(&randpoint, &randpoint, &light->area->sph.center); // Cast a ray towards it, reuse randpoint as direction vector_sub(&randpoint, &randpoint, point); COORD_T dist = vector_len(&randpoint); vector_t dir; vector_scale_inv(&dir, &randpoint, dist); ray.direction = &dir; object_t *obs = ray_cast(s, &ray, NULL, true, dist - ZERO_APROX); if (obs) { // We hit something skip it. continue; } // Add the light contribution COORD_T i = light->radiance / ( dist * dist); reflected_at(o, &c, &light->color, i, point, &randpoint, V, N); } // Device by pdf color_scale(&c, &c, ((COORD_T) 1 / s->gfx->arealight_samples) * (2 * PI)); color_add(dest, dest, &c); } static void direct_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *eye, vector_t *point, void *seed) { // And vector towards viewer vector_t V; vector_sub(&V, eye, point); // Normalice it vector_norm(&V); // Loop lights light_t *light = s->lights; while (light) { // Calculate contribution depending on the light type switch (light->type) { case TYPE_L_POINT: contribution_from_pointlight(s, dest, o, light, point, &V, N); break; case TYPE_L_AREA: contribution_from_arealight(s, dest, o, light, point, &V, N, seed); break; } 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) { if (s->gfx->envlight_samples == 0) { return; } csystem_t cs; csystem_init(&cs, N); // 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->gfx->envlight_samples; i++) { COORD_T r1 = ray_rand(seed); // Calculate the random direction vector vector_t randdir; csystem_hemisphere_random(&cs, r1, ray_rand(seed), &randdir); // Convert to world cordinates using the calculated N vectors. csystem_calc_real(&cs, &randdir, &randdir); // 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); color_add(&acc, &acc, &tmp); } // Devide by number of samples and pdf color_scale(&acc, &acc, ((COORD_T) 1/ s->gfx->envlight_samples) * (2 * PI)); // Add to dest color_add(dest, dest, &acc); } // https://www.scratchapixel.com/lessons/3d-basic-rendering/global-illumination-path-tracing/global-illumination-path-tracing-practical-implementation static void global_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *point, unsigned hop, void *seed) { if (s->gfx->globallight_samples == 0) { return; } // Init hemisphere translation csystem_t cs; csystem_init(&cs, N); // Prepare ray ray_t r; r.start = point; // Value for accumilating colors color_t acc; color_set(&acc, 0, 0, 0); // Samples is lowered for every hop unsigned samples; if (hop < s->gfx->gl_opt_depth) { samples = s->gfx->globallight_samples / (hop + 1); } else { samples = s->gfx->globallight_samples / (s->gfx->gl_opt_depth + 1); } for (unsigned i = 0; i < samples; i++) { COORD_T r1 = ray_rand(seed); // Calculate the random direction vector vector_t randdir; csystem_hemisphere_random(&cs, r1, ray_rand(seed), &randdir); // Convert to world cordinates using the calculated N vectors. csystem_calc_real(&cs, &randdir, &randdir); // Check the direction for obstacles r.direction = &randdir; COORD_T cl = vector_dot(&randdir, N); // Only recurse if neccesary if (cl > 0.01) { // Cast ray in direction if we have more hops color_t tmp; color_set(&tmp, 0, 0, 0); if (hop < s->gfx->depth) { ray_trace_recur(s, &tmp, &r, hop+1, r1, seed); } // Calculate Deffuse light color_scale(&tmp, &tmp, cl * o->m->defuse); color_add(&acc, &tmp, &acc); } } // Devide by number of samples and pdf color_scale(&acc, &acc, ((COORD_T) 1/ 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; object_t *o = ray_cast(s, ray, &dist, false, 0); if (!o) { return 1; } color_t c; color_set(&c, 0, 0, 0); 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, ray->direction); // Check if emissive if (o->m->emissive > ZERO_APROX) { color_set(&c, o->m->emissive, o->m->emissive, o->m->emissive); } // 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, seed); global_light(s, &c, o, &N, r.start, hop, seed); } // Calculate environmental light if (s->env_enabled) { env_light(s, &c, o, &N, r.start, seed); } // Calculate reflection vector if (hop < 10 && 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, 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 < s->gfx->antialias_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) s->gfx->antialias_samples; viewpoint_ray(&s->view, r.direction, x + tmp, y + tmp); // Run the recursive ray trace if (ray_trace_recur(s, &ctmp, &r, 0, 1, seed)) { // Hit nothing add back color_add(&ctmp, &ctmp, &s->back); } // 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 (s->gfx->antialias_samples > 1) { // Same as deviding by samples color_scale(c, c, 1.0/ (COORD_T) s->gfx->antialias_samples); } // Add ambient color_add(c, c, &s->ambient); }