diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/illuminate/illuminate.cpp | 81 | ||||
-rw-r--r-- | src/intersect/intersect.cpp | 6 | ||||
-rw-r--r-- | src/intersect/normals.cpp | 118 | ||||
-rw-r--r-- | src/raytracer/raytracer.cpp | 9 | ||||
-rw-r--r-- | src/raytracer/raytracer.h | 30 |
5 files changed, 130 insertions, 114 deletions
diff --git a/src/illuminate/illuminate.cpp b/src/illuminate/illuminate.cpp index d6d43c8..a093fd1 100644 --- a/src/illuminate/illuminate.cpp +++ b/src/illuminate/illuminate.cpp @@ -2,23 +2,23 @@ glm::vec4 RayTracer::illuminationFromPointLight( const SceneLightData &light, - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, - glm::vec3 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene ) { - auto directionFromIntersectionToLight = light.pos.xyz() - intersectionWorld; + auto directionFromIntersectionToLight = light.pos - intersectionWorld; directionFromIntersectionToLight = glm::normalize(directionFromIntersectionToLight); // check if this light is blocked by an object - auto distanceToLight = glm::distance(light.pos.xyz(), intersectionWorld); + auto distanceToLight = glm::distance(light.pos, intersectionWorld); bool isShadow = RayTracer::isShadowed( light.pos, distanceToLight, - glm::vec4(directionFromIntersectionToLight, 0.f), - glm::vec4(intersectionWorld, 1.f), + glm::vec4(directionFromIntersectionToLight), + glm::vec4(intersectionWorld), scene); if (isShadow) { @@ -45,20 +45,20 @@ glm::vec4 RayTracer::illuminationFromPointLight( glm::vec4 RayTracer::illuminationFromSpotLight( const SceneLightData &light, - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, - glm::vec3 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene ) { - auto distance = glm::distance(light.pos.xyz(), intersectionWorld); + auto distance = glm::distance(light.pos, intersectionWorld); // calculate the angle from the shape to the spot light - auto directionFromIntersectionToLight = glm::normalize(light.pos.xyz() - intersectionWorld); + auto directionFromIntersectionToLight = glm::normalize(light.pos - intersectionWorld); // calculate intensity, based on angle. apply falloff if necessary - auto lightDirection = glm::normalize(light.dir.xyz()); + auto lightDirection = glm::normalize(light.dir); // invert the direction of the intersection to light for dot product to work correctly auto cosTheta = glm::dot(-directionFromIntersectionToLight, lightDirection); auto theta = glm::acos(cosTheta); @@ -87,12 +87,12 @@ glm::vec4 RayTracer::illuminationFromSpotLight( } // if the light is within the cone, see if it's a shadow - auto distanceToLight = glm::distance(light.pos.xyz(), intersectionWorld); + auto distanceToLight = glm::distance(light.pos, intersectionWorld); bool isShadow = RayTracer::isShadowed( light.pos, distanceToLight, - glm::vec4(directionFromIntersectionToLight, 0.f), - glm::vec4(intersectionWorld, 1.f), + glm::vec4(directionFromIntersectionToLight), + glm::vec4(intersectionWorld), scene); if (isShadow) { @@ -119,9 +119,9 @@ glm::vec4 RayTracer::illuminationFromSpotLight( glm::vec4 RayTracer::illuminationFromDirectionalLight( const SceneLightData &light, - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, - glm::vec3 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene ) @@ -136,7 +136,7 @@ glm::vec4 RayTracer::illuminationFromDirectionalLight( light.pos, distanceToLight, directionFromIntersectionToLight, - glm::vec4(intersectionWorld, 1.f), + glm::vec4(intersectionWorld), scene); if (isShadow) { @@ -160,9 +160,9 @@ glm::vec4 RayTracer::illuminationFromDirectionalLight( // Calculates the RGBA of a pixel from intersection infomation and globally-defined coefficients glm::vec4 RayTracer::illuminatePixel( - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, - glm::vec3 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData& shape, const RayTraceScene &scene, int depth) @@ -214,10 +214,10 @@ glm::vec4 RayTracer::illuminatePixel( glm::vec4 RayTracer::phong( glm::vec4 lightColor, float attenuation, - glm::vec3 directionFromIntersectionToLight, - glm::vec3 directionToCamera, - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, + glm::vec4 directionFromIntersectionToLight, + glm::vec4 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, const RenderShapeData &shape, const RayTraceScene &scene) { @@ -232,11 +232,12 @@ glm::vec4 RayTracer::phong( if (dotDiffuse > 0) // ensure not facing away { auto diffuse = (kd * material.cDiffuse); - if (material.textureMap.isUsed) - { - glm::vec4 pObject = shape.inverseCTM * glm::vec4(intersectionWorld, 1.f); - diffuse = interpolateTexture(pObject, shape, diffuse); - } + // commenting out texture stuff bc 4d textures?????? +// if (material.textureMap.isUsed) +// { +// glm::vec4 pObject = shape.inverseCTM * glm::vec4(intersectionWorld, 1.f); +// diffuse = interpolateTexture(pObject, shape, diffuse); +// } illumination += (attenuation * lightColor) * dotDiffuse * diffuse; } @@ -256,9 +257,9 @@ glm::vec4 RayTracer::phong( // EXTRA CREDIT -> AREA LIGHT glm::vec4 RayTracer::illuminationFromAreaLight( const SceneLightData &light, - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, - glm::vec3 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene ) { @@ -269,20 +270,20 @@ glm::vec4 RayTracer::illuminationFromAreaLight( float y = ((float) rand() / (float) RAND_MAX) * height - height / 2.f; glm::vec4 lightPosition = light.pos + glm::vec4(x, y, 0.f, 0.f); - auto directionFromIntersectionToLight = lightPosition.xyz() - intersectionWorld; + auto directionFromIntersectionToLight = lightPosition - intersectionWorld; directionFromIntersectionToLight = glm::normalize(directionFromIntersectionToLight); // check if this light is blocked by an object - auto distanceToLight = glm::distance(lightPosition.xyz(), intersectionWorld); + auto distanceToLight = glm::distance(lightPosition, intersectionWorld); bool isShadow = RayTracer::isShadowed( lightPosition, distanceToLight, - glm::vec4(directionFromIntersectionToLight, 0.f), - glm::vec4(intersectionWorld, 1.f), + glm::vec4(directionFromIntersectionToLight), + glm::vec4(intersectionWorld), scene); if (isShadow) { - // if this is a shadow, then shoow a ray to a random point in the light + // if this is a shadow, then show a ray to a random point in the light return glm::vec4(0.f); } diff --git a/src/intersect/intersect.cpp b/src/intersect/intersect.cpp index cc3143d..3e8493c 100644 --- a/src/intersect/intersect.cpp +++ b/src/intersect/intersect.cpp @@ -114,7 +114,7 @@ glm::vec4 intersectCylinder( { float t = FINF; - // implicit: x^2 + z^2 = r^2, y + w between -.5, 5 rectuangular side + // implicit: x^2 + z^2 = r^2, y + w between -.5, .5 rectuangular side float radius = 0.5f; float a = d.x*d.x + d.z*d.z; float b = 2.f * (p.x*d.x + p.z*d.z); @@ -149,7 +149,7 @@ glm::vec4 intersectCylinder( // implicit y + w = .5f, top base - float tTop = (.5f - p.y - p.y) / (d[3] + d.y); + float tTop = (.5f - p.y - p[3]) / (d[3] + d.y); auto pTop = p + tTop * d; if ( tTop > 0 && @@ -162,7 +162,7 @@ glm::vec4 intersectCylinder( // implicit p_y + t*d_y = -.5f, Bottom base - float tBase = (.5f - p.y - p.y) / (d[3] + d.y); + float tBase = (.5f - p.y - p[3]) / (d[3] + d.y); auto pBase = p + tBase * d; if ( tBase > 0 && diff --git a/src/intersect/normals.cpp b/src/intersect/normals.cpp index 50d4af5..84db534 100644 --- a/src/intersect/normals.cpp +++ b/src/intersect/normals.cpp @@ -4,104 +4,122 @@ #include "raytracer/raytracer.h" -glm::vec3 getConeNormal( - glm::vec4 intersectPointObject) +glm::vec4 getConeNormal( + glm::vec4 intersectPointObject) { - if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for base + if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for y base { - return {0.f, -1.f, 0.f}; + return {0.f, -1.f, 0.f, 0.f}; } - if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for top + if (RayTracer::floatEquals(intersectPointObject[3], -.5f)) // normal for w base { - return {0.f, 1.f, 0.f}; + return {0.f, 0.f, 0.f, -1.f}; + } + if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for y top + { + return {0.f, 1.f, 0.f, 0.f}; + } + if (RayTracer::floatEquals(intersectPointObject[3], .5f)) // normal for w top + { + return {0.f, 0.f, 0.f, 1.f}; } - // gradient in object space for cone top is 2x, r^2 - .5*y, 2z - return glm::vec3{ - 2.f * intersectPointObject.x, - .25f - .5f * intersectPointObject.y, - 2.f * intersectPointObject.z + // gradient in object space for cone top is 2x, r^2 - .5*y, 2z, r^2 - .5*w + return glm::vec4{ + 2.f * intersectPointObject.x, + .25f - .5f * intersectPointObject.y, + 2.f * intersectPointObject.z, + .25f - .5f * intersectPointObject[3] }; } -glm::vec3 getCylinderNormal( - glm::vec4 intersectPointObject) +glm::vec4 getCylinderNormal( + glm::vec4 intersectPointObject) { - if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for base + if (RayTracer::floatEquals(intersectPointObject.y + intersectPointObject[3], -.5f)) // normal for base { - return {0.f, -1.f, 0.f}; + return {0.f, -1.f, 0.f, -1.f}; } - if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for top + if (RayTracer::floatEquals(intersectPointObject.y + intersectPointObject[3], .5f)) // normal for top { - return {0.f, 1.f, 0.f}; + return {0.f, 1.f, 0.f, 1.f}; } // gradient in object space for cylinder top is 2x, 0, 2z - return glm::vec3{ - 2.f * intersectPointObject.x, - 0.f, - 2.f * intersectPointObject.z + return glm::vec4{ + 2.f * intersectPointObject.x, + 0.f, + 2.f * intersectPointObject.z, + 0.f }; } -glm::vec3 getCubeNormal( - glm::vec4 intersectPointObject) +glm::vec4 getCubeNormal( + glm::vec4 intersectPointObject) { if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // neg y { - return {0.f, -1.f, 0.f}; + return {0.f, -1.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // pos y { - return {0.f, 1.f, 0.f}; + return {0.f, 1.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.x, -.5f)) // neg x { - return {-1.f, 0.f, 0.f}; + return {-1.f, 0.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.x, .5f)) // pos x { - return {1.f, 0.f, 0.f}; + return {1.f, 0.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.z, -.5f)) // neg z { - return {0.f, 0.f, -1.f}; + return {0.f, 0.f, -1.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.z, .5f)) // pos z { - return {0.f, 0.f, 1.f}; + return {0.f, 0.f, 1.f, 0.f}; } - return glm::vec3(0.f); + if (RayTracer::floatEquals(intersectPointObject[3], -.5f)) // neg w + { + return {0.f, 0.f, 0.f, -1.f}; + } + if (RayTracer::floatEquals(intersectPointObject[3], .5f)) // pos w + { + return {0.f, 0.f, 0.f, 1.f}; + } + return glm::vec4(0.f); } glm::vec4 getSphereNormal( - glm::vec4 intersectPointObject) + glm::vec4 intersectPointObject) { return {2.f * intersectPointObject.x, 2.f * intersectPointObject.y, - 2.f * intersectPointObject.z, + 2.f * intersectPointObject.z, 2.f * intersectPointObject.w}; } -glm::vec3 RayTracer::getNormal( - glm::vec4 intersectPointObject, - const RenderShapeData& shape, - const RayTraceScene &scene) +glm::vec4 RayTracer::getNormal( + glm::vec4 intersectPointObject, + const RenderShapeData& shape, + const RayTraceScene &scene) { switch(shape.primitive.type) { - case PrimitiveType::PRIMITIVE_SPHERE: - // gradient in object space for sphere is 2x, 2y, 2z - // return 2.f * intersectPointObject; - return getSphereNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_CONE: - return getConeNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_CYLINDER: - return getCylinderNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_CUBE: - return getCubeNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_MESH: - break; + case PrimitiveType::PRIMITIVE_SPHERE: + // gradient in object space for sphere is 2x, 2y, 2z + // return 2.f * intersectPointObject; + return getSphereNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_CONE: + return getConeNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_CYLINDER: + return getCylinderNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_CUBE: + return getCubeNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_MESH: + break; } - return glm::vec3(0.f); -}
\ No newline at end of file + return glm::vec4(0.f); +} diff --git a/src/raytracer/raytracer.cpp b/src/raytracer/raytracer.cpp index acb229a..b393d40 100644 --- a/src/raytracer/raytracer.cpp +++ b/src/raytracer/raytracer.cpp @@ -127,12 +127,9 @@ glm::vec4 RayTracer::getPixelFromRay( } } - glm::vec3 normalObject = getNormal(closestIntersectionObj, intersectedShape, scene); - glm::vec3 normalWorld = - ( - glm::inverse(glm::transpose(intersectedShape.ctm)) - * glm::vec4(normalObject, 0.f) - ).xyz(); + glm::vec4 normalObject = glm::normalize(getNormal(closestIntersectionObj, intersectedShape, scene)); + // update + glm::vec4 normalWorld = glm::inverse(glm::transpose(intersectedShape.ctm)) * glm::vec4(normalObject); return illuminatePixel(closestIntersectionWorld, normalWorld, -dWorld, intersectedShape, scene, depth); } diff --git a/src/raytracer/raytracer.h b/src/raytracer/raytracer.h index 9bbeb5c..f8b3721 100644 --- a/src/raytracer/raytracer.h +++ b/src/raytracer/raytracer.h @@ -59,7 +59,7 @@ public: const RenderShapeData &shape, glm::vec4 illuminationToInterpolate); - glm::vec3 getNormal( + glm::vec4 getNormal( glm::vec4 intersectPointObject, const RenderShapeData &shape, const RayTraceScene &scene); @@ -97,9 +97,9 @@ public: const RayTraceScene &scene, int depth); glm::vec4 illuminatePixel( - glm::vec3 intersectionWorld, - glm::vec3 normalWorld, - glm::vec3 directionToCamera, + glm::vec4 intersectionWorld, + glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene, int depth); @@ -107,26 +107,26 @@ public: // shading, and helpers for each type of light glm::vec4 - phong(glm::vec4 lightColor, float attenuation, glm::vec3 directionFromIntersectionToLight, - glm::vec3 directionToCamera, - glm::vec3 intersectionWorld, glm::vec3 normalWorld, const RenderShapeData &shape, const RayTraceScene &scene); + phong(glm::vec4 lightColor, float attenuation, glm::vec4 directionFromIntersectionToLight, + glm::vec4 directionToCamera, + glm::vec4 intersectionWorld, glm::vec4 normalWorld, const RenderShapeData &shape, const RayTraceScene &scene); glm::vec4 - illuminationFromPointLight(const SceneLightData &light, glm::vec3 intersectionWorld, glm::vec3 normalWorld, - glm::vec3 directionToCamera, const RenderShapeData &shape, + illuminationFromPointLight(const SceneLightData &light, glm::vec4 intersectionWorld, glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene); - glm::vec4 illuminationFromSpotLight(const SceneLightData &light, glm::vec3 intersectionWorld, glm::vec3 normalWorld, - glm::vec3 directionToCamera, const RenderShapeData &shape, + glm::vec4 illuminationFromSpotLight(const SceneLightData &light, glm::vec4 intersectionWorld, glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene); glm::vec4 - illuminationFromDirectionalLight(const SceneLightData &light, glm::vec3 intersectionWorld, glm::vec3 normalWorld, - glm::vec3 directionToCamera, const RenderShapeData &shape, + illuminationFromDirectionalLight(const SceneLightData &light, glm::vec4 intersectionWorld, glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene); - glm::vec4 illuminationFromAreaLight(const SceneLightData &light, glm::vec3 intersectionWorld, glm::vec3 normalWorld, - glm::vec3 directionToCamera, const RenderShapeData &shape, + glm::vec4 illuminationFromAreaLight(const SceneLightData &light, glm::vec4 intersectionWorld, glm::vec4 normalWorld, + glm::vec4 directionToCamera, const RenderShapeData &shape, const RayTraceScene &scene); |