// // Created by Keuin on 2022/4/11. // #include #include #include #include #include #include "vec.h" #include "ray.h" #include "bitmap.h" #include "timer.h" #define DEMO_BALL class object { public: // Will the given ray hit. Returns time t if hits. virtual bool hit(const ray3d &r, double &t) const = 0; // 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) 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; const auto hit = delta_q >= 0; if (hit) { // the smaller root is the first point the ray hits, so return that one // t = ( -H +- sqrt{ delta_q } ) / A t = (-h - sqrt(delta_q)) / a; } return hit; } pixel8b color() const override { return pixel8b::from_normalized(1.0, 0.0, 0.0); } }; class viewport { double half_width, half_height; // viewport size vec3d center; // coordinate of the viewport center point std::vector> objects; // Given a ray from the camera, generate a color the camera seen on the viewport. pixel8b color(const ray3d &r) { // Detect hits double hit_t; for (const auto &obj: objects) { if (obj->hit(r, hit_t)) { // normal vector on hit point const auto nv = 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 ); } public: viewport() = delete; viewport(double width, double height, vec3d viewport_center) : half_width(width / 2.0), half_height(height / 2.0), center(viewport_center) {} // Add an object to the world. void add_object(std::unique_ptr &&obj) { objects.push_back(std::move(obj)); } // Generate the image seen on given viewpoint. bitmap8b render(vec3d viewpoint, uint16_t image_width, uint16_t image_height) { 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; j < img_hh; ++j) { // axis y 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 = 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) { double r = 1.0 * image_width / image_height; viewport vp{viewport_width, viewport_width / r, vec3d{0, 0, -focal_length}}; vp.add_object(std::unique_ptr{new sphere{vec3d{0, 0, sphere_z}, sphere_r}}); timer tm; tm.start_measure(); const auto image = vp.render(vec3d::zero(), image_width, image_height); // camera position as the coordinate origin tm.stop_measure(); if (!std::getenv("NOPRINT")) { image.write_plain_ppm(std::cout); } else { std::cerr << "NOPRINT is defined. PPM Image won't be printed." << std::endl; } } int main(int argc, char **argv) { if (argc != 7) { printf("Usage: %s \n", argv[0]); return 0; } std::string iw{argv[1]}, ih{argv[2]}, vw{argv[3]}, fl{argv[4]}, sz{argv[5]}, sr{argv[6]}; generate_image(std::stoul(iw), std::stoul(ih), std::stod(vw), std::stod(fl), std::stod(sz), std::stod(sr)); }