// // Created by Keuin on 2022/4/12. // #ifndef RT_HITLIST_H #define RT_HITLIST_H #include "viewport.h" #include "timer.h" #include "bitmap.h" #include "ray.h" #include "vec.h" #include "object.h" #include "tracelog.h" #include #include #include #include #include #include //#define T_SIMPLE_COLOR //#define T_NORM_VISUAL #define T_DIFFUSE // A world, T is color depth class hitlist { std::vector> 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 &&obj) { objects.push_back(std::move(obj)); } // Given a ray, compute the color. template pixel color(ray3d r, random_uv_gen_3d &ruvg, uint_fast32_t max_recursion_depth = 64) const { assert(r.decay().is_one()); TRACELOG("+++ start tracing (limit=%zu)\n", max_recursion_depth); TRACELOG(" ray: [%-10f,%-10f,%-10f], decay=[%-10f,%-10f,%-10f]\n", r.direction().x, r.direction().y, r.direction().z, r.decay().x, r.decay().y, r.decay().z); while (max_recursion_depth-- > 0) { TRACELOG(" step start (remaining: %lu)\n", max_recursion_depth + 1); // Detect hits bool hit = false; double hit_t = std::numeric_limits::infinity(); std::shared_ptr hit_obj; // Check the nearest object we hit for (const auto &obj: objects) { double t_; // Fix the Shadow Acne problem // Some diffused rays starts off from a point on the surface, // while hit the surface very quickly at some small t like +-1e-10 or so. // This decays the ray by accident, causing black pixels on the output image. // We simply drop hits very near the surface // (i.e. t is a very small positive number) to solve this problem. static constexpr double t_min = 1e-8; if (obj->hit(r, t_, t_min) && t_ < hit_t) { hit = true; hit_t = t_; hit_obj = obj; } } if (hit) { #ifdef LOG_TRACE const auto _hit_p_ = r.at(hit_t); const auto _rn_ = dot(r.direction(), hit_obj->normal_vector(_hit_p_)); TRACELOG(" hit object %s <%p> at [%-10f,%-10f,%-10f], t=%-10f, surface=%-10f (%s)\n", typeid(*hit_obj).name(), hit_obj.get(), _hit_p_.x, _hit_p_.y, _hit_p_.z, hit_t, _rn_, (_rn_ < 0) ? "outside" : "inside"); #endif #ifdef T_SIMPLE_COLOR // simply returns color of the object return hit_obj->color(); #endif #ifdef T_NORM_VISUAL // normal vector on hit point const auto nv = hit_obj->normal_vector(r.at(hit_t)); // visualize normal vector at hit point return pixel::from_normalized(nv); #endif #ifdef T_DIFFUSE const auto &materi = hit_obj->material(); if (materi.scatter(r, *hit_obj, hit_t, ruvg)) { TRACELOG(" scattered ray: [%-10f,%-10f,%-10f], decay=[%-10f,%-10f,%-10f]\n", r.direction().x, r.direction().y, r.direction().z, r.decay().x, r.decay().y, r.decay().z); continue; // The ray is scatted by an object. Continue processing the scattered ray. } else { TRACELOG("--- finish (absorbed by object <%p>)\n", hit_obj.get()); return pixel::black(); // The ray is absorbed by an object completely. Return black. } #endif } TRACELOG(" hit infinity (light source)\n"); // Does not hit anything. Get background color (infinity) const auto u = (r.direction().y + 1.0) * 0.5; const auto c = mix( pixel::from_normalized(1.0, 1.0, 1.0), pixel::from_normalized(0.5, 0.7, 1.0), 1.0 - u, u ); TRACELOG("--- finish (hit infinity)\n"); #ifdef T_DIFFUSE return r.hit(c); #else return c; #endif } TRACELOG("--- finish (trace step limit reached) [XX]\n"); return pixel::black(); // reached recursion time limit, very little light } }; #endif //RT_HITLIST_H