This commit is contained in:
Dynamitos
2025-01-25 20:08:21 +01:00
parent bf6dab80e4
commit 7beaabd34c
11 changed files with 361 additions and 357 deletions
+2 -2
View File
@@ -1,4 +1,4 @@
target_sources(RayTracer target_sources(RayTracer
PRIVATE PRIVATE
Renderer.h GPURenderer.h
Renderer.cpp) GPURenderer.cpp)
@@ -1,8 +1,8 @@
#include "Renderer.h" #include "GPURenderer.h"
#include <slang-com-ptr.h> #include <slang-com-ptr.h>
#include <slang.h> #include <slang.h>
Renderer::Renderer() GPURenderer::GPURenderer()
: instance(nullptr), physicalDevice(nullptr), device(nullptr), queue(nullptr), cmdPool(nullptr), cmdBuffers(nullptr), : instance(nullptr), physicalDevice(nullptr), device(nullptr), queue(nullptr), cmdPool(nullptr), cmdBuffers(nullptr),
descriptorLayout(nullptr), descriptorSet(nullptr), descriptorPool(nullptr), pipelineLayout(nullptr), rayGen(nullptr), descriptorLayout(nullptr), descriptorSet(nullptr), descriptorPool(nullptr), pipelineLayout(nullptr), rayGen(nullptr),
closestHit(nullptr), miss(nullptr), pipeline(nullptr) closestHit(nullptr), miss(nullptr), pipeline(nullptr)
@@ -10,9 +10,9 @@ Renderer::Renderer()
{ {
} }
Renderer::~Renderer() {} GPURenderer::~GPURenderer() {}
void Renderer::createDevice() void GPURenderer::createDevice()
{ {
vk::ApplicationInfo appInfo("RayTracer", 1, "RayTracer", 1, VK_API_VERSION_1_3); vk::ApplicationInfo appInfo("RayTracer", 1, "RayTracer", 1, VK_API_VERSION_1_3);
vk::InstanceCreateInfo instanceCreateInfo({}, &appInfo); vk::InstanceCreateInfo instanceCreateInfo({}, &appInfo);
@@ -45,7 +45,7 @@ void Renderer::createDevice()
device = Device(physicalDevice, deviceCreateInfo); device = Device(physicalDevice, deviceCreateInfo);
} }
void Renderer::createCommands() void GPURenderer::createCommands()
{ {
vk::CommandPoolCreateInfo commandPoolCreateInfo({}, computeQueueFamily); vk::CommandPoolCreateInfo commandPoolCreateInfo({}, computeQueueFamily);
cmdPool = CommandPool(device, commandPoolCreateInfo); cmdPool = CommandPool(device, commandPoolCreateInfo);
@@ -55,7 +55,7 @@ void Renderer::createCommands()
cmdBuffers = vk::raii::CommandBuffers(device, commandBufferAllocateInfo); cmdBuffers = vk::raii::CommandBuffers(device, commandBufferAllocateInfo);
} }
void Renderer::createDescriptors() void GPURenderer::createDescriptors()
{ {
vk::DescriptorSetLayoutBinding descriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex); vk::DescriptorSetLayoutBinding descriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex);
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, descriptorSetLayoutBinding); vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, descriptorSetLayoutBinding);
@@ -68,7 +68,7 @@ void Renderer::createDescriptors()
using namespace slang; using namespace slang;
void Renderer::createShaders() void GPURenderer::createShaders()
{ {
/* /*
Slang::ComPtr<IGlobalSession> globalSession; Slang::ComPtr<IGlobalSession> globalSession;
@@ -108,4 +108,4 @@ void Renderer::createShaders()
*/ */
} }
void Renderer::render(Camera cam, RenderParameter param) {} void GPURenderer::render(Camera cam, RenderParameter param) {}
+4 -4
View File
@@ -1,15 +1,15 @@
#pragma once #pragma once
#include "scene/Scene.h" #include "scene/Renderer.h"
#include <vulkan/vulkan.hpp> #include <vulkan/vulkan.hpp>
#include <vulkan/vulkan_raii.hpp> #include <vulkan/vulkan_raii.hpp>
using namespace vk::raii; using namespace vk::raii;
struct Renderer : public Scene struct GPURenderer : public Renderer
{ {
public: public:
Renderer(); GPURenderer();
virtual ~Renderer(); virtual ~GPURenderer();
private: private:
void createDevice(); void createDevice();
+2 -3
View File
@@ -1,5 +1,4 @@
#include "scene/BVH.h" #include "scene/Renderer.h"
#include "scene/Scene.h"
#include "util/ModelLoader.h" #include "util/ModelLoader.h"
#include "window/Window.h" #include "window/Window.h"
#include <iostream> #include <iostream>
@@ -7,7 +6,7 @@
int main() int main()
{ {
Scene scene; Renderer scene;
Window window(1920, 1080); Window window(1920, 1080);
scene.startRender( scene.startRender(
Camera{ Camera{
-170
View File
@@ -1,170 +0,0 @@
#include "BVH.h"
#include <algorithm>
#include <ranges>
void BVH::addModel(PModel model, glm::mat4 transform)
{
model->transform(transform);
models.push_back(std::move(model));
}
void BVH::addModels(std::vector<PModel> _models, glm::mat4 transform)
{
for (auto& _model : _models)
{
_model->transform(transform);
models.push_back(std::move(_model));
}
}
void BVH::generate()
{
std::vector<PNode> pendingNodes;
while (!models.empty())
{
auto& model = models.back();
ModelReference ref = {
.positionOffset = (uint32_t)positionPool.size(),
.indicesOffset = (uint32_t)indicesPool.size(),
.numIndices = (uint32_t)model->indices.size(),
};
for (uint32_t i = 0; i < model->positions.size(); ++i)
{
positionPool.push_back(model->positions[i]);
texCoordsPool.push_back(model->texCoords[i]);
}
for (uint32_t i = 0; i < model->indices.size(); ++i)
{
indicesPool.push_back(model->indices[i]);
edgesPool.push_back(model->edges[i]);
faceNormalsPool.push_back(model->faceNormals[i]);
}
pendingNodes.push_back(std::make_unique<Node>(model->boundingBox, ref));
models.pop_back();
}
while (pendingNodes.size() > 1)
{
int lhs = pendingNodes.size();
int rhs = pendingNodes.size();
float minSurface = std::numeric_limits<float>::max();
for (int i = 0; i < pendingNodes.size(); ++i)
{
for (int j = 0; j < pendingNodes.size(); ++j)
{
if (i == j)
continue;
AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
float surface = combined.surfaceArea();
if (minSurface > surface)
{
lhs = i;
rhs = j;
minSurface = surface;
}
}
}
PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
newNode->left = std::move(pendingNodes[lhs]);
newNode->right = std::move(pendingNodes[rhs]);
pendingNodes.erase(pendingNodes.begin() + lhs);
pendingNodes.erase(pendingNodes.begin() + rhs);
pendingNodes.push_back(std::move(newNode));
}
hierarchy = std::move(pendingNodes[0]);
}
std::optional<IntersectionInfo> BVH::traceRay(Ray ray) const
{
auto results = generateIntersections(hierarchy, ray);
float closestT = std::numeric_limits<float>::max();
IntersectionInfo info;
for (uint32_t i = 0; i < results.size(); ++i)
{
if (results[i].t < closestT)
{
closestT = results[i].t;
info = results[i];
}
}
if (closestT < std::numeric_limits<float>::max())
{
return info;
}
return {};
}
std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNode, Ray ray) const
{
if (!currentNode->aabb.intersects(ray, 0, std::numeric_limits<float>::max()))
{
return {};
}
if (currentNode->model.numIndices > 0)
{
auto result = intersectModel(currentNode->model, ray);
if (result.has_value())
{
return {*result};
}
else
{
return {};
}
}
auto leftResults = generateIntersections(currentNode->left, ray);
auto rightResults = generateIntersections(currentNode->right, ray);
for (auto& it : rightResults)
{
leftResults.push_back(std::move(it));
}
return leftResults;
}
std::optional<IntersectionInfo> BVH::intersectModel(const ModelReference& reference, const Ray ray) const
{
std::optional<IntersectionInfo> intersection = {};
float distance = 0;
for (size_t posIndex = 0, edgeIndex = 0, normalIndex = 0; posIndex < reference.numIndices; posIndex++, edgeIndex += 2, normalIndex++)
{
const auto p0 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].x];
const auto p1 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].y];
const auto p2 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].z];
const auto e0 = edgesPool[reference.indicesOffset + edgeIndex];
const auto e1 = edgesPool[reference.indicesOffset + edgeIndex + 1];
const auto n = faceNormalsPool[reference.indicesOffset + normalIndex];
const auto s = ray.origin - p0;
const auto s1 = glm::cross(ray.direction, e1);
const auto s2 = glm::cross(s, e0);
const float fraction = 1.0f / glm::dot(s1, e0);
const auto resultVector = glm::vec3(glm::dot(s2, e1), glm::dot(s1, s), glm::dot(s2, ray.direction)) * fraction;
const float b3 = 1.0f - resultVector.y - resultVector.z;
if (b3 < 0 || b3 > 1)
continue;
if (resultVector.y < 0 || resultVector.y > 1)
continue;
if (resultVector.z < 0 || resultVector.z > 1)
continue;
if (resultVector.x < 1e-6)
continue;
if (!intersection.has_value() || resultVector.x < distance)
{
intersection = IntersectionInfo{.position = ray.origin + ray.direction * resultVector.x,
.normal = n,
.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
.emissive = glm::vec3(0.0f, 0.0f, 0.0f)};
distance = resultVector.x;
}
}
return intersection;
}
-47
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@@ -1,47 +0,0 @@
#pragma once
#include "AABB.h"
#include "util/Model.h"
#include "util/Ray.h"
#include <glm/glm.hpp>
#include <optional>
#include <vector>
struct ModelReference
{
uint32_t positionOffset = 0;
uint32_t indicesOffset = 0;
uint32_t numIndices = 0;
};
class BVH
{
public:
void addModel(PModel model, glm::mat4 transform);
void addModels(std::vector<PModel> models, glm::mat4 transform);
void generate();
std::optional<IntersectionInfo> traceRay(Ray ray) const;
private:
std::vector<glm::vec3> positionPool;
std::vector<glm::vec2> texCoordsPool;
std::vector<glm::uvec3> indicesPool;
std::vector<glm::vec3> edgesPool;
std::vector<glm::vec3> faceNormalsPool;
DECLARE_REF(Node)
struct Node
{
PNode left;
PNode right;
AABB aabb;
ModelReference model;
Node(AABB aabb) : aabb(aabb) {}
Node(AABB aabb, ModelReference model) : aabb(aabb), model(model) {}
};
PNode hierarchy;
std::vector<PModel> models;
std::vector<IntersectionInfo> generateIntersections(const PNode& currentNode, Ray ray) const;
std::optional<IntersectionInfo> intersectModel(const ModelReference& reference, Ray ray) const;
};
+3 -3
View File
@@ -1,7 +1,7 @@
target_sources(RayTracer target_sources(RayTracer
PRIVATE PRIVATE
AABB.h AABB.h
BVH.h
BVH.cpp
Scene.h Scene.h
Scene.cpp) Scene.cpp
Renderer.h
Renderer.cpp)
+104
View File
@@ -0,0 +1,104 @@
#include "Renderer.h"
#include "util/ModelLoader.h"
#include <chrono>
#include <iostream>
#include <random>
Renderer::Renderer()
{
bvh.addModels(ModelLoader::loadModel("../res/models/cube.fbx"),
glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
bvh.generate();
}
Renderer::~Renderer() {}
static bool firstTime = true;
void Renderer::startRender(Camera cam, RenderParameter params)
{
threadPool.cancel();
pendingCancel = true;
if (worker.joinable())
worker.join();
pendingCancel = false;
image.clear();
accumulator.clear();
image.resize(params.width * params.height);
accumulator.resize(params.width * params.height);
worker = std::thread(&Renderer::render, this, cam, params);
}
glm::vec3 rand01(glm::uvec3 x)
{ // pseudo-random number generator
for (int i = 3; i-- > 0;)
x = ((x >> 8U) ^ glm::uvec3(x.y, x.z, x.x)) * 1103515245U;
return glm::vec3(x) * (1.0f / float(0xffffffffU));
}
void Renderer::render(Camera camera, RenderParameter params)
{
for (int samp = 0; samp < params.numSamples; ++samp)
{
if (pendingCancel)
return;
Batch batch;
for (int w = 0; w < params.width; ++w)
{
batch.jobs.push_back(
[&](int w, int samp) -> Task
{
for (int h = 0; h < params.height; ++h)
{
Ray cam = Ray(camera.position, glm::normalize(camera.direction));
glm::vec3 cx =
glm::normalize(glm::cross(cam.direction, abs(cam.direction.y) < 0.9 ? glm::vec3(0, 1, 0) : glm::vec3(0, 0, 1))),
cy = glm::cross(cx, cam.direction);
const glm::vec2 sdim = camera.sensorSize; // sensor size (36 x 24 mm)
float S_I = (camera.S_O * camera.f) / (camera.S_O - camera.f);
//-- sample sensor
glm::uvec2 pix = glm::uvec2(w, h);
glm::vec3 rnd1 = rand01(glm::uvec3(pix, samp));
glm::vec2 rnd2 = 2.0f * glm::vec2(rnd1); // vvv tent filter sample
glm::vec2 tent =
glm::vec2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x), rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
glm::vec2 s =
((glm::vec2(pix) + 0.5f * (0.5f + glm::vec2((samp / 2) % 2, samp % 2) + tent)) / glm::vec2(params.width, params.height) -
0.5f) *
sdim;
glm::vec3 spos = cam.origin + cx * s.x + cy * s.y, lc = cam.origin + cam.direction * 0.035f; // sample on 3d sensor plane
glm::vec3 accrad = glm::vec3(0), accmat = glm::vec3(1); // initialize accumulated radiance and bxdf
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
//-- setup lens
glm::vec3 lensP = lc;
glm::vec3 lensN = -cam.direction;
glm::vec3 lensX = glm::cross(lensN, glm::vec3(0, 1, 0)); // the exact vector doesnt matter
glm::vec3 lensY = glm::cross(lensN, lensX);
glm::vec3 lensSample = lensP + rnd1.x * camera.A * lensX + rnd1.y * camera.A * lensY;
glm::vec3 focalPoint = cam.origin + (camera.S_O + S_I) * cam.direction;
float t = glm::dot(focalPoint - r.origin, lensN) / glm::dot(r.direction, lensN);
glm::vec3 focus = r.origin + t * r.direction;
r = Ray(lensSample, normalize(focus - lensSample)); // TODO: Fix lens
auto intersection = bvh.traceRay(r);
if (intersection.has_value())
{
accumulator[w + h * params.width] = intersection->albedo;
}
}
co_return;
}(w, samp));
}
auto start = std::chrono::high_resolution_clock::now();
threadPool.runBatch(std::move(batch));
auto end = std::chrono::high_resolution_clock::now();
std::cout << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << std::endl;
std::memcpy(image.data(), accumulator.data(), accumulator.size() * sizeof(glm::vec3));
}
}
+33
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@@ -0,0 +1,33 @@
#pragma once
#include "Scene.h"
#include "window/Window.h"
#include "util/Camera.h"
#include "ThreadPool.h"
struct RenderParameter
{
int width;
int height;
int numSamples;
};
class Renderer
{
public:
Renderer();
virtual ~Renderer();
void startRender(Camera cam, RenderParameter params);
constexpr const std::vector<glm::vec3>& getImage() const { return image; }
private:
virtual void render(Camera cam, RenderParameter params);
ThreadPool threadPool;
std::thread worker;
std::atomic_bool pendingCancel = false;
// the thing being displayed
std::vector<glm::vec3> image;
// radiance accumulator
std::vector<glm::vec3> accumulator;
std::vector<PointLight> pointLights;
std::vector<DirectionalLight> directionalLights;
Scene bvh;
};
+151 -85
View File
@@ -1,104 +1,170 @@
#include "Scene.h" #include "Scene.h"
#include "util/ModelLoader.h" #include <algorithm>
#include <chrono> #include <ranges>
#include <iostream>
#include <random>
Scene::Scene() void Scene::addModel(PModel model, glm::mat4 transform)
{ {
bvh.addModels(ModelLoader::loadModel("../res/models/cube.fbx"), model->transform(transform);
glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), glm::vec4(0.0f, 0.0f, 1.0f, 0.0f), models.push_back(std::move(model));
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
bvh.generate();
} }
Scene::~Scene() {} void Scene::addModels(std::vector<PModel> _models, glm::mat4 transform)
static bool firstTime = true;
void Scene::startRender(Camera cam, RenderParameter params)
{ {
threadPool.cancel(); for (auto& _model : _models)
pendingCancel = true; {
if (worker.joinable()) _model->transform(transform);
worker.join(); models.push_back(std::move(_model));
pendingCancel = false; }
image.clear();
accumulator.clear();
image.resize(params.width * params.height);
accumulator.resize(params.width * params.height);
worker = std::thread(&Scene::render, this, cam, params);
} }
glm::vec3 rand01(glm::uvec3 x) void Scene::generate()
{ // pseudo-random number generator
for (int i = 3; i-- > 0;)
x = ((x >> 8U) ^ glm::uvec3(x.y, x.z, x.x)) * 1103515245U;
return glm::vec3(x) * (1.0f / float(0xffffffffU));
}
void Scene::render(Camera camera, RenderParameter params)
{ {
for (int samp = 0; samp < params.numSamples; ++samp) std::vector<PNode> pendingNodes;
while (!models.empty())
{ {
if (pendingCancel) auto& model = models.back();
return; ModelReference ref = {
Batch batch; .positionOffset = (uint32_t)positionPool.size(),
for (int w = 0; w < params.width; ++w) .indicesOffset = (uint32_t)indicesPool.size(),
.numIndices = (uint32_t)model->indices.size(),
};
for (uint32_t i = 0; i < model->positions.size(); ++i)
{ {
batch.jobs.push_back( positionPool.push_back(model->positions[i]);
[&](int w, int samp) -> Task texCoordsPool.push_back(model->texCoords[i]);
}
for (uint32_t i = 0; i < model->indices.size(); ++i)
{ {
for (int h = 0; h < params.height; ++h) indicesPool.push_back(model->indices[i]);
edgesPool.push_back(model->edges[i]);
faceNormalsPool.push_back(model->faceNormals[i]);
}
pendingNodes.push_back(std::make_unique<Node>(model->boundingBox, ref));
models.pop_back();
}
while (pendingNodes.size() > 1)
{ {
Ray cam = Ray(camera.position, glm::normalize(camera.direction)); int lhs = pendingNodes.size();
glm::vec3 cx = int rhs = pendingNodes.size();
glm::normalize(glm::cross(cam.direction, abs(cam.direction.y) < 0.9 ? glm::vec3(0, 1, 0) : glm::vec3(0, 0, 1))), float minSurface = std::numeric_limits<float>::max();
cy = glm::cross(cx, cam.direction); for (int i = 0; i < pendingNodes.size(); ++i)
const glm::vec2 sdim = camera.sensorSize; // sensor size (36 x 24 mm)
float S_I = (camera.S_O * camera.f) / (camera.S_O - camera.f);
//-- sample sensor
glm::uvec2 pix = glm::uvec2(w, h);
glm::vec3 rnd1 = rand01(glm::uvec3(pix, samp));
glm::vec2 rnd2 = 2.0f * glm::vec2(rnd1); // vvv tent filter sample
glm::vec2 tent =
glm::vec2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x), rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
glm::vec2 s =
((glm::vec2(pix) + 0.5f * (0.5f + glm::vec2((samp / 2) % 2, samp % 2) + tent)) / glm::vec2(params.width, params.height) -
0.5f) *
sdim;
glm::vec3 spos = cam.origin + cx * s.x + cy * s.y, lc = cam.origin + cam.direction * 0.035f; // sample on 3d sensor plane
glm::vec3 accrad = glm::vec3(0), accmat = glm::vec3(1); // initialize accumulated radiance and bxdf
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
//-- setup lens
glm::vec3 lensP = lc;
glm::vec3 lensN = -cam.direction;
glm::vec3 lensX = glm::cross(lensN, glm::vec3(0, 1, 0)); // the exact vector doesnt matter
glm::vec3 lensY = glm::cross(lensN, lensX);
glm::vec3 lensSample = lensP + rnd1.x * camera.A * lensX + rnd1.y * camera.A * lensY;
glm::vec3 focalPoint = cam.origin + (camera.S_O + S_I) * cam.direction;
float t = glm::dot(focalPoint - r.origin, lensN) / glm::dot(r.direction, lensN);
glm::vec3 focus = r.origin + t * r.direction;
r = Ray(lensSample, normalize(focus - lensSample)); // TODO: Fix lens
auto intersection = bvh.traceRay(r);
if (intersection.has_value())
{ {
accumulator[w + h * params.width] = intersection->albedo; for (int j = 0; j < pendingNodes.size(); ++j)
{
if (i == j)
continue;
AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
float surface = combined.surfaceArea();
if (minSurface > surface)
{
lhs = i;
rhs = j;
minSurface = surface;
} }
} }
co_return;
}(w, samp));
} }
auto start = std::chrono::high_resolution_clock::now(); PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
threadPool.runBatch(std::move(batch)); newNode->left = std::move(pendingNodes[lhs]);
auto end = std::chrono::high_resolution_clock::now(); newNode->right = std::move(pendingNodes[rhs]);
std::cout << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << std::endl; pendingNodes.erase(pendingNodes.begin() + lhs);
std::memcpy(image.data(), accumulator.data(), accumulator.size() * sizeof(glm::vec3)); pendingNodes.erase(pendingNodes.begin() + rhs);
pendingNodes.push_back(std::move(newNode));
} }
hierarchy = std::move(pendingNodes[0]);
}
std::optional<IntersectionInfo> Scene::traceRay(Ray ray) const
{
auto results = generateIntersections(hierarchy, ray);
float closestT = std::numeric_limits<float>::max();
IntersectionInfo info;
for (uint32_t i = 0; i < results.size(); ++i)
{
if (results[i].t < closestT)
{
closestT = results[i].t;
info = results[i];
}
}
if (closestT < std::numeric_limits<float>::max())
{
return info;
}
return {};
}
std::vector<IntersectionInfo> Scene::generateIntersections(const PNode& currentNode, Ray ray) const
{
if (!currentNode->aabb.intersects(ray, 0, std::numeric_limits<float>::max()))
{
return {};
}
if (currentNode->model.numIndices > 0)
{
auto result = intersectModel(currentNode->model, ray);
if (result.has_value())
{
return {*result};
}
else
{
return {};
}
}
auto leftResults = generateIntersections(currentNode->left, ray);
auto rightResults = generateIntersections(currentNode->right, ray);
for (auto& it : rightResults)
{
leftResults.push_back(std::move(it));
}
return leftResults;
}
std::optional<IntersectionInfo> Scene::intersectModel(const ModelReference& reference, const Ray ray) const
{
std::optional<IntersectionInfo> intersection = {};
float distance = 0;
for (size_t posIndex = 0, edgeIndex = 0, normalIndex = 0; posIndex < reference.numIndices; posIndex++, edgeIndex += 2, normalIndex++)
{
const auto p0 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].x];
const auto p1 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].y];
const auto p2 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].z];
const auto e0 = edgesPool[reference.indicesOffset + edgeIndex];
const auto e1 = edgesPool[reference.indicesOffset + edgeIndex + 1];
const auto n = faceNormalsPool[reference.indicesOffset + normalIndex];
const auto s = ray.origin - p0;
const auto s1 = glm::cross(ray.direction, e1);
const auto s2 = glm::cross(s, e0);
const float fraction = 1.0f / glm::dot(s1, e0);
const auto resultVector = glm::vec3(glm::dot(s2, e1), glm::dot(s1, s), glm::dot(s2, ray.direction)) * fraction;
const float b3 = 1.0f - resultVector.y - resultVector.z;
if (b3 < 0 || b3 > 1)
continue;
if (resultVector.y < 0 || resultVector.y > 1)
continue;
if (resultVector.z < 0 || resultVector.z > 1)
continue;
if (resultVector.x < 1e-6)
continue;
if (!intersection.has_value() || resultVector.x < distance)
{
intersection = IntersectionInfo{.position = ray.origin + ray.direction * resultVector.x,
.normal = n,
.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
.emissive = glm::vec3(0.0f, 0.0f, 0.0f)};
distance = resultVector.x;
}
}
return intersection;
} }
+43 -24
View File
@@ -1,14 +1,16 @@
#pragma once #pragma once
#include "BVH.h" #include "AABB.h"
#include "window/Window.h" #include "util/Model.h"
#include "util/Camera.h" #include "util/Ray.h"
#include "ThreadPool.h" #include <glm/glm.hpp>
#include <optional>
#include <vector>
struct RenderParameter struct ModelReference
{ {
int width; uint32_t positionOffset = 0;
int height; uint32_t indicesOffset = 0;
int numSamples; uint32_t numIndices = 0;
}; };
struct PointLight struct PointLight
@@ -26,21 +28,38 @@ struct DirectionalLight
class Scene class Scene
{ {
public: public:
Scene(); void addPointLight(PointLight point) { points.push_back(point); }
virtual ~Scene(); void addDirectionalLight(DirectionalLight dir) { directionalLights.push_back(dir); }
void startRender(Camera cam, RenderParameter params); void addModel(PModel model, glm::mat4 transform);
constexpr const std::vector<glm::vec3>& getImage() const { return image; } void addModels(std::vector<PModel> models, glm::mat4 transform);
private: void generate();
virtual void render(Camera cam, RenderParameter params);
ThreadPool threadPool; std::optional<IntersectionInfo> traceRay(Ray ray) const;
std::thread worker;
std::atomic_bool pendingCancel = false; private:
// the thing being displayed std::vector<glm::vec3> positionPool;
std::vector<glm::vec3> image; std::vector<glm::vec2> texCoordsPool;
// radiance accumulator std::vector<glm::uvec3> indicesPool;
std::vector<glm::vec3> accumulator; std::vector<glm::vec3> edgesPool;
std::vector<PointLight> pointLights; std::vector<glm::vec3> faceNormalsPool;
std::vector<PointLight> points;
std::vector<DirectionalLight> directionalLights; std::vector<DirectionalLight> directionalLights;
BVH bvh;
DECLARE_REF(Node)
struct Node
{
PNode left;
PNode right;
AABB aabb;
ModelReference model;
Node(AABB aabb) : aabb(aabb) {}
Node(AABB aabb, ModelReference model) : aabb(aabb), model(model) {}
};
PNode hierarchy;
std::vector<PModel> models;
std::vector<IntersectionInfo> generateIntersections(const PNode& currentNode, Ray ray) const;
std::optional<IntersectionInfo> intersectModel(const ModelReference& reference, Ray ray) const;
}; };