diff options
Diffstat (limited to 'main_simple_scanner.cpp')
-rw-r--r-- | main_simple_scanner.cpp | 173 |
1 files changed, 6 insertions, 167 deletions
diff --git a/main_simple_scanner.cpp b/main_simple_scanner.cpp index 7769c0f..6dadf30 100644 --- a/main_simple_scanner.cpp +++ b/main_simple_scanner.cpp @@ -5,192 +5,31 @@ #include <cstdint> #include <iostream> #include <vector> -#include <limits> #include <memory> #include <cstdlib> #include "vec.h" -#include "ray.h" -#include "bitmap.h" #include "timer.h" +#include "viewport.h" +#include "hitlist.h" +#include "sphere.h" #define DEMO_BALL -class object { -public: - // Will the given ray hit. Returns time t if hits in range [t1, t2]. - virtual bool hit(const ray3d &r, double &t, double t1, double t2) const = 0; - - // With t2 = infinity - inline bool hit(const ray3d &r, double &t, double t1) const { - return hit(r, t, t1, std::numeric_limits<double>::infinity()); - } - - // Given a point on the surface, returns the normalized outer normal vector on that point. - virtual vec3d normal_vector(const vec3d &where) const = 0; - - // object color, currently not parameterized - virtual pixel8b color() const = 0; - - // subclasses must have virtual destructors - virtual ~object() = default; -}; - -class sphere : public object { - vec3d center; - double radius; - -public: - sphere() = delete; - - sphere(const vec3d ¢er, double radius) : center(center), radius(radius) {} - - ~sphere() override = default; - - vec3d normal_vector(const vec3d &where) const override { - // We assume the point is on surface, speeding up the normalization - return (where - center) / radius; - } - - bool hit(const ray3d &r, double &t, double t1, double t2) const override { - // Ray: {Source, Direction, time} - // Sphere: {Center, radius} - // sphere hit formula: |Source + Direction * time - Center| = radius - // |(Sx + Dx * t - Cx, Sy + Dy * t - Cy, Sz + Dz * t - Cz)| = radius - - const auto c2s = r.source() - center; // center to source - // A = D dot D - const double a = r.direction().mod2(); - // H = (S - C) dot D - const auto h = dot(c2s, r.direction()); - // B = 2H ( not used in our optimized routine ) - // C = (S - C) dot (S - C) - radius^2 - const double c = c2s.mod2() - radius * radius; - // 4delta = H^2 - AC - // delta_q = H^2 - AC (quarter delta) - const double delta_q = h * h - a * c; - - bool hit = false; - if (delta_q >= 0) { - // return the root in range [t1, t2] - // t = ( -H +- sqrt{ delta_q } ) / A - double root; - root = (-h - sqrt(delta_q)) / a; - if (root >= t1 && root <= t2) { - hit = true; - t = root; - } else { - root = (-h + sqrt(delta_q)) / a; - if (root >= t1 && root <= t2) { - hit = true; - t = root; - } - } - } - return hit; - } - - pixel8b color() const override { - return pixel8b::from_normalized(1.0, 0.0, 0.0); - } -}; - -// A world -class hitlist { - std::vector<std::shared_ptr<object>> objects; - -public: - hitlist() = default; - - hitlist(hitlist &other) = delete; // do not copy the world - - // Add an object to the world. - void add_object(std::shared_ptr<object> &&obj) { - objects.push_back(std::move(obj)); - } - - // Given a ray, compute the color. - pixel8b color(const ray3d &r) const { - // Detect hits - bool hit = false; - double hit_t = std::numeric_limits<double>::infinity(); - std::shared_ptr<object> hit_obj; - // Check the nearest object we hit - for (const auto &obj: objects) { - double t_; - if (obj->hit(r, t_, 0.0) && t_ < hit_t) { - hit = true; - hit_t = t_; - hit_obj = obj; - } - } - if (hit) { - // normal vector on hit point - const auto nv = hit_obj->normal_vector(r.at(hit_t)); -// return obj->color(); - // visualize normal vector at hit point - return pixel8b::from_normalized(nv); - } - - - // Does not hit anything. Get background color (infinity) - const auto u = (r.direction().y + 1.0) * 0.5; - return mix( - pixel8b::from_normalized(1.0, 1.0, 1.0), - pixel8b::from_normalized(0.5, 0.7, 1.0), - 1.0 - u, - u - ); - } - - -}; - -class viewport { - double half_width, half_height; // viewport size - vec3d center; // coordinate of the viewport center point - -public: - viewport() = delete; - - viewport(double width, double height, vec3d viewport_center) : - half_width(width / 2.0), half_height(height / 2.0), center(viewport_center) {} - - // Generate the image seen on given viewpoint. - bitmap8b render(const hitlist &world, vec3d viewpoint, uint16_t image_width, uint16_t image_height) const { - bitmap8b image{image_width, image_height}; - const auto r = center - viewpoint; - const int img_hw = image_width / 2, img_hh = image_height / 2; - // iterate over every pixel on the image - for (int j = -img_hh + 1; j <= img_hh; ++j) { // axis y, transformation is needed - for (int i = -img_hw; i < img_hw; ++i) { // axis x - const vec3d off{ - .x=1.0 * i / img_hw * half_width, - .y=1.0 * j / img_hh * half_height, - .z=0.0 - }; // offset on screen plane - const auto dir = r + off; // direction vector from camera to current pixel on screen - const ray3d ray{viewpoint, dir}; // from camera to pixel (on the viewport) - const auto pixel = world.color(ray); - image.set(i + img_hw, -j + img_hh, pixel); - } - } - return image; - } -}; - void generate_image(uint16_t image_width, uint16_t image_height, double viewport_width, double focal_length, double sphere_z, double sphere_r, const std::string &caption = "", unsigned caption_scale = 1) { double r = 1.0 * image_width / image_height; viewport vp{viewport_width, viewport_width / r, vec3d{0, 0, -focal_length}}; hitlist world; + bias_ctx bias{false, 0}; world.add_object(std::make_shared<sphere>( vec3d{0, -100.5, -1}, 100)); // the earth world.add_object(std::make_shared<sphere>(vec3d{0, 0, sphere_z}, sphere_r)); timer tm; tm.start_measure(); - auto image = vp.render(world, vec3d::zero(), image_width, image_height); // camera position as the coordinate origin + auto image = vp.render(world, vec3d::zero(), + image_width, image_height, bias); // camera position as the coordinate origin tm.stop_measure(); if (!caption.empty()) { image.print(caption, |