Sick ass cornel box

This commit is contained in:
STP
2023-12-04 03:49:20 -05:00
parent daed0ef0b9
commit 5fe2e4a4e6
7 changed files with 209 additions and 66 deletions

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@@ -1,6 +1,6 @@
let scene = Scene(); let scene = Scene();
let distance = 10.0; let distance = 0.99;
let camera = Camera( P(0.0,0.0,distance), P(0.0,0.0,0.0), V(0.0,1.0,0.0)); let camera = Camera( P(0.0,0.0,distance), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
scene.addCamera("+Z Cam", camera); scene.addCamera("+Z Cam", camera);
// let camera = Camera( P(0.0,distance,0.1), P(0.0,0.0,0.0), V(0.0,1.0,0.0)); // let camera = Camera( P(0.0,distance,0.1), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
@@ -14,55 +14,161 @@ scene.addCamera("+Z Cam", camera);
// let camera = Camera( P(-distance,0.0,0.0), P(0.0,0.0,0.0), V(0.0,1.0,0.0)); // let camera = Camera( P(-distance,0.0,0.0), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
// scene.addCamera("-X Cam", camera); // scene.addCamera("-X Cam", camera);
let material = Material(V(0.2,0.9,0.8), V(0.3, 0.8, 0.8), 10.0); let falloff = V(0.1, 0.1, 0.15);
scene.addMaterial("mat1", material);
let material2 = Material(V(0.2,0.9,0.8), V(0.3, 0.8, 0.8), 25.0);
scene.addMaterial("mat2", material);
let colour = V(0.0,0.5,0.5);
let light = Light(P(0.0,7.0,0.0), V(0.0,0.0,1.0), V(0.1, 0.01, 0.001)); let pos = P(-0.5,0.9,0.5);
let light = Light(pos, colour, falloff);
light.active(true); light.active(true);
scene.addLight("blue", light); scene.addLight("blue", light);
// let light = Light( P(2.0,7.0,0.0), V(0.0,1.0,0.0), V(0.1, 0.01, 0.001)); let colour = V(0.0,1.0,0.0);
// light.active(false); let pos = P(-0.5,0.9,-0.5);
// scene.addLight("green", light); let light = Light(pos, colour, falloff);
light.active(false);
scene.addLight("green", light);
// let light = Light( P(2.0,7.0,2.0), V(1.0,0.5,0.5), V(0.0, 0.00, 0.001)); let colour = V(1.0,0.0,0.0);
// light.active(false); let light = Light(pos, colour, falloff);
// scene.addLight("red", light); light.active(true);
scene.addLight("red", light);
// let light = Ambient(V(0.5,0.5,0.5)); let colour = V(0.7,0.7,0.7);
// light.active(false); let pos = P(0.0,0.9,0.0);
// scene.addLight("ambient", light); let light = Light(pos, colour, falloff);
light.active(true);
scene.addLight("white", light);
let light = Ambient(V(0.1,0.1,0.1));
//let sphere = Sphere(P(0.0,-10.0,0.0), 10.0 ); light.active(true);
//let sphere_node = Node( sphere, material); scene.addLight("ambient", light);
//scene.addNode("sphere",sphere_node);
//let mesh = Mesh("obj/cow.obj" ); //let mesh = Mesh("obj/cow.obj" );
//let mesh_node = Node(mesh); //let mesh_node = Node(mesh);
//scene.addNode("mesh", mesh_node); //scene.addNode("mesh", mesh_node);
// let child = sphere_node.child(sphere); // let child = sphere_node.child(sphere);
// child.translate(V(1.0,1.0,1.0)); // child.translate(V(1.0,1.0,1.0));
//scene.addNode(child); //scene.addNode(child);
let sphere2= SphereUnit(); //let sphere2= SphereUnit();
let sphere2_node = Node( sphere2, material2); //let sphere2_node = Node( sphere2, material2);
// sphere2_node.rotate(0.1,0.1,0.0); // sphere2_node.rotate(0.1,0.1,0.0);
// sphere2_node.translate(0.0,1.0,0.0); // sphere2_node.translate(0.0,1.0,0.0);
scene.addNode("sphere", sphere2_node); //scene.addNode("sphere2", sphere2_node);
//let gnonom = Gnonom(); let kd = V(1.0, 1.0, 1.0); // Diffuse color (white)
//let gnonom_node = Node(gnonom, material); let ks = V(0.0,0.0,0.0); // Specular color (no specular reflection)
//scene.addNode("gnonom", gnonom_node); let kr = V(0.0,0.0,0.0); // Reflection color (no reflection)
let white_wall = Material(kd, ks, kr, 10.0);
scene.addMaterial("white_wall", white_wall);
//let cylinder = Cylinder(2.0,1.0 ); let kd = V(1.0, 0.0, 0.0); // Diffuse color (white)
//let cylinder_node = Node(cylinder); let ks = V(0.0,0.0,0.0); // Specular color (no specular reflection)
//cylinder_node.scale(1.0,1.0,1.0); let kr = V(0.0,0.0,0.0); // Reflection color (no reflection)
//scene.addNode("cylinder",cylinder_node); let red_wall = Material(kd, ks, kr, 10.0);
scene.addMaterial("red_wall", red_wall);
let kd = V(0.0, 1.0, 0.0); // Diffuse color (white)
let ks = V(0.0,0.0,0.0); // Specular color (no specular reflection)
let kr = V(0.0,0.0,0.0); // Reflection color (no reflection)
let green_wall = Material(kd, ks, kr, 10.0);
scene.addMaterial("green_wall", green_wall);
let kd = V(0.0, 0.0, 1.0); // Diffuse color (white)
let ks = V(0.0,0.0,0.0); // Specular color (no specular reflection)
let kr = V(0.0,0.0,0.0); // Reflection color (no reflection)
let blue_wall = Material(kd, ks, kr, 10.0);
scene.addMaterial("blue_wall", blue_wall);
//Rear wall
let rectangle1 = RectangleUnit();
let rectangle_node1 = Node(rectangle1, white_wall);
rectangle_node1.rotate(0.0, 0.0, 0.0);
rectangle_node1.translate(0.0, 0.0, -1.0);
rectangle_node1.active(true);
scene.addNode("rectangle1", rectangle_node1);
//Behind wall
let rectangle6 = RectangleUnit();
let rectangle_node6 = Node(rectangle6, white_wall);
rectangle_node6.rotate(0.0, 180.0, 0.0);
rectangle_node6.translate(0.0, 0.0, 1.0);
rectangle_node6.active(true);
scene.addNode("rectangle6", rectangle_node6);
//Right wall
let rectangle2 = RectangleUnit();
let rectangle_node2 = Node(rectangle2, green_wall);
rectangle_node2.rotate(0.0, -90.0, 0.0);
rectangle_node2.translate(1.0, 0.0, 0.0);
rectangle_node2.active(true);
scene.addNode("rectangle2", rectangle_node2);
//Floor
let rectangle3 = RectangleUnit();
let rectangle_node3 = Node(rectangle3, red_wall);
rectangle_node3.rotate(0.0, 90.0, 0.0);
rectangle_node3.translate(-1.0, 0.0, 0.0);
rectangle_node3.active(true);
scene.addNode("rectangle3", rectangle_node3);
//Left wall
let rectangle4 = RectangleUnit();
let rectangle_node4 = Node(rectangle4, white_wall);
rectangle_node4.rotate(90.0, 0.0, 0.0);
rectangle_node4.translate(0.0, 1.0, 0.0);
rectangle_node4.active(true);
scene.addNode("rectangle4", rectangle_node4);
//Ceiling
let rectangle5 = RectangleUnit();
let rectangle_node5 = Node(rectangle5, white_wall);
rectangle_node5.rotate(-90.0, 0.0, 0.0);
rectangle_node5.translate(0.0, -1.0, 0.0);
rectangle_node5.active(true);
scene.addNode("rectangle5", rectangle_node5);
let kd = V(0.0, 0.0, 0.0); // Diffuse color (white)
let ks = V(0.0,0.0,0.0); // Specular color (no specular reflection)
let kr = V(1.0,1.0,1.0); // Reflection color (no reflection)
let reflective = Material(kd, ks, kr, 10.0);
scene.addMaterial("reflective", reflective);
let sphere = Sphere(P(0.0,0.0,0.0), 0.4 );
let sphere_node = Node( sphere, reflective);
sphere_node.translate(0.4, -0.6, 0.0);
scene.addNode("sphere",sphere_node);
let kd = V(0.3, 0.3, 0.3); // Diffuse color (white)
let ks = V(0.3,0.3,0.0); // Specular color (no specular reflection)
let kr = V(0.0,0.0,1.0); // Reflection color (no reflection)
let shiny = Material(kd, ks, kr, 2.0);
scene.addMaterial("shiny", shiny);
let cube = CubeUnit();
let cube_node = Node( cube, shiny);
cube_node.translate(-0.5,-0.6,0.0);
cube_node.scale(0.3,0.2,0.2);
cube_node.rotate(0.0,45.0,30.0);
scene.addNode("cube",cube_node);
let gnonom = Gnonom();
let gnonom_node = Node(gnonom, shiny);
gnonom_node.scale(0.2,0.2,0.2);
gnonom_node.translate(0.0, 0.-0.7, 0.8);
gnonom_node.rotate(0.0, 45.0, 0.0);
gnonom_node.active(false);
scene.addNode("gnonom", gnonom_node);
// let cylinder = Cylinder(2.0, 1.0);
// let cylinder_node = Node(cylinder, material);
// cylinder_node.scale(1.0, 1.0, 1.0);
// scene.addNode("cylinder", cylinder_node);
//let cone
scene scene

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@@ -28,6 +28,8 @@ const MIN_SAMPLES: u32 = 1;
const MAX_SAMPLES: u32 = 10; const MAX_SAMPLES: u32 = 10;
const MIN_RANDOM: f64 = 100.0; const MIN_RANDOM: f64 = 100.0;
const MAX_RANDOM: f64 = 1000.0; const MAX_RANDOM: f64 = 1000.0;
const MIN_EPSILON: f64 = 1e-11;
const MAX_EPSILON: f64 = 1.0;
//DIFFUSE CONSTANTS //DIFFUSE CONSTANTS
const MIN_DIFFUSE_RAYS: u8 = 1; const MIN_DIFFUSE_RAYS: u8 = 1;
@@ -240,6 +242,13 @@ impl Gui {
MAX_DEPTH, MAX_DEPTH,
&mut self.raytracing_option.ray_depth, &mut self.raytracing_option.ray_depth,
); );
//Epsilon slider
ui.slider(
"Epsilon",
MIN_EPSILON,
MAX_EPSILON,
&mut self.raytracing_option.epsilon,
);
//Ray samples slider //Ray samples slider
ui.slider( ui.slider(
"Ray Samples", "Ray Samples",

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@@ -1,10 +1,11 @@
use crate::state::run; use crate::state::run;
use error_iter::ErrorIter; use error_iter::ErrorIter;
const EPSILON: f64 = 1e-8; const EPSILON: f64 = 1e-7;
const INFINITY: f64 = 1e10; const INFINITY: f64 = 1e10;
use log::error; use log::error;
//use nalgebra::{Matrix4, RowVector4, Vector3, Vector4};
use std::env; use std::env;
use std::error::Error; use std::error::Error;
@@ -23,6 +24,20 @@ fn main() {
env_logger::init(); env_logger::init();
env::set_var("RUST_BACKTRACE", "1"); env::set_var("RUST_BACKTRACE", "1");
//let args: Vec<String> = env::args().collect(); //let args: Vec<String> = env::args().collect();
// let vec = Vector3::new(1.0, 1.0, 1.0);
// let translation = Vector3::new(1.0, 1.0, 1.0);
// let translation_matrix = Matrix4::new_translation(&translation);
// println!(
// "{}, {}",
// translation_matrix,
// translation_matrix.transform_vector(&vec)
// );
// let mut translation_matrix = translation_matrix.transpose();
// translation_matrix.set_row(3, &RowVector4::new(0.0, 0.0, 0.0, 0.0));
// println!(
// "{}, {}", // translation_matrix, // translation_matrix.transform_vector(&vec)
// );
if let Err(e) = run() { if let Err(e) = run() {
println!("Error at runtime: {}", e); println!("Error at runtime: {}", e);
}; };

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@@ -10,10 +10,10 @@ pub struct Material {
} }
impl Material { impl Material {
pub fn new(kd: Vector3<f64>, ks: Vector3<f64>, shininess: f64) -> Material { pub fn new(kd: Vector3<f64>, ks: Vector3<f64>, kr: Vector3<f64>, shininess: f64) -> Material {
let kd = kd.cast(); let kd = kd.cast();
let ks = ks.cast(); let ks = ks.cast();
let kr = ks.cast(); let kr = kr.cast();
let shininess = shininess as f32; let shininess = shininess as f32;
Material { Material {
kd, kd,

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@@ -5,7 +5,7 @@ use crate::{
ray::{Intersection, Ray}, ray::{Intersection, Ray},
EPSILON, EPSILON,
}; };
use nalgebra::{Matrix4, Vector3}; use nalgebra::{distance, Matrix3, Matrix4, Vector3};
use std::sync::Arc; use std::sync::Arc;
#[derive(Clone)] #[derive(Clone)]
@@ -21,6 +21,7 @@ pub struct Node {
//Model matricies //Model matricies
pub model: Matrix4<f64>, pub model: Matrix4<f64>,
pub inv_model: Matrix4<f64>, pub inv_model: Matrix4<f64>,
pub inv_transpose_model: Matrix3<f64>,
//If the node is active //If the node is active
pub active: bool, pub active: bool,
} }
@@ -38,7 +39,7 @@ impl Node {
translation: [0.0, 0.0, 0.0], translation: [0.0, 0.0, 0.0],
model: Matrix4::identity(), model: Matrix4::identity(),
inv_model: Matrix4::identity(), inv_model: Matrix4::identity(),
inv_transpose_model: Matrix3::identity(),
active: true, active: true,
} }
} }
@@ -55,12 +56,6 @@ impl Node {
//Rotate a mesh by adding to its rotation //Rotate a mesh by adding to its rotation
pub fn rotate(&mut self, roll: f64, pitch: f64, yaw: f64) { pub fn rotate(&mut self, roll: f64, pitch: f64, yaw: f64) {
//Convert to radians
let roll = roll.to_radians();
// Convert pitch and yaw to radians
let pitch = pitch.to_radians();
let yaw = yaw.to_radians();
// Add the roll, pitch, and yaw to the current rotation // Add the roll, pitch, and yaw to the current rotation
self.rotation[0] += roll; self.rotation[0] += roll;
self.rotation[1] += pitch; self.rotation[1] += pitch;
@@ -80,9 +75,9 @@ impl Node {
} }
// Scale a mesh by adding to its current scale // Scale a mesh by adding to its current scale
pub fn scale(&mut self, x: f64, y: f64, z: f64) { pub fn scale(&mut self, x: f64, y: f64, z: f64) {
self.scale[0] += x; self.scale[0] = x;
self.scale[1] += y; self.scale[1] = y;
self.scale[2] += z; self.scale[2] = z;
// Recompute the model and inverse model matrices // Recompute the model and inverse model matrices
self.compute(); self.compute();
@@ -97,11 +92,13 @@ impl Node {
let scale_matrix = Matrix4::new_nonuniform_scaling(&scale); let scale_matrix = Matrix4::new_nonuniform_scaling(&scale);
// Rotation matrix // Rotation matrix
let (roll, pitch, yaw) = (self.rotation[0], self.rotation[1], self.rotation[2]); let (roll, pitch, yaw) = (self.rotation[0], self.rotation[1], self.rotation[2]);
let rotation_matrix = Matrix4::from_euler_angles(roll, pitch, yaw); let rotation_matrix =
Matrix4::from_euler_angles(roll.to_radians(), pitch.to_radians(), yaw.to_radians());
// Compute the model matrix by combining the translation, rotation, and scale matrices // Compute the model matrix by combining the translation, rotation, and scale matrices
self.model = (translation_matrix * rotation_matrix * scale_matrix).cast(); self.model = (translation_matrix * rotation_matrix * scale_matrix).cast();
// Compute the inverse model matrix by inverting the model matrix // Compute the inverse model matrix by inverting the model matrix
self.inv_model = self.model.try_inverse().unwrap(); self.inv_model = self.model.try_inverse().unwrap();
self.inv_transpose_model = self.inv_model.transpose().remove_row(3).remove_column(3);
self.aabb.transform_mut(&self.model); self.aabb.transform_mut(&self.model);
} }
// Intersection of a ray, will convert to model coords and check // Intersection of a ray, will convert to model coords and check
@@ -111,7 +108,8 @@ impl Node {
if intersect.distance < EPSILON { if intersect.distance < EPSILON {
return None; return None;
} }
intersect.transform_mut(&self.model, &self.inv_model); //Transform to world coords intersect.transform_mut(&self.model, &self.inv_transpose_model); //Transform to world coords
intersect.distance = distance(&intersect.point, &ray.a);
return Some(intersect); return Some(intersect);
} }
return None; return None;

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@@ -1,5 +1,5 @@
use crate::{bvh::BVH, node::Node, scene::Scene, state::RaytracingOption, EPSILON}; use crate::{bvh::BVH, light::Light, node::Node, scene::Scene, state::RaytracingOption, EPSILON};
use nalgebra::{distance, Matrix4, Point3, Vector3}; use nalgebra::{distance, Matrix3, Matrix4, Point3, Vector3};
use rand; use rand;
fn random_vec() -> Vector3<f64> { fn random_vec() -> Vector3<f64> {
@@ -18,9 +18,16 @@ pub struct Intersection {
} }
//Intersection point including point and normal //Intersection point including point and normal
impl Intersection { impl Intersection {
pub fn transform_mut(&mut self, trans: &Matrix4<f64>, inv_trans: &Matrix4<f64>) { pub fn transform(&mut self, trans: &Matrix4<f64>, inv_trans: &Matrix4<f64>) -> Intersection {
Intersection {
point: trans.transform_point(&self.point),
normal: inv_trans.transpose().transform_vector(&self.normal),
distance: self.distance,
}
}
pub fn transform_mut(&mut self, trans: &Matrix4<f64>, inv_transpose: &Matrix3<f64>) {
self.point = trans.transform_point(&self.point); self.point = trans.transform_point(&self.point);
self.normal = inv_trans.transpose().transform_vector(&self.normal); self.normal = inv_transpose * self.normal;
} }
} }
@@ -94,10 +101,6 @@ impl Ray {
if node.aabb.intersect_ray(&ray) { if node.aabb.intersect_ray(&ray) {
//Check node intersection //Check node intersection
if let Some(intersect) = node.intersect_ray(&ray) { if let Some(intersect) = node.intersect_ray(&ray) {
// Dont intersect with own primitive
if intersect.distance < EPSILON {
continue;
}
// Check for closest distance by converting to world coords // Check for closest distance by converting to world coords
let distance = distance(&ray_a, &intersect.point); let distance = distance(&ray_a, &intersect.point);
if distance < closest_distance { if distance < closest_distance {
@@ -182,7 +185,7 @@ impl Ray {
//Niave Shadows //Niave Shadows
if options.shadows { if options.shadows {
let to_light_ray = Ray::new(*point, to_light); let to_light_ray = Ray::new(*point, to_light);
if to_light_ray.light_blocked(scene, node, bvh) { if to_light_ray.light_blocked(scene, light, bvh) {
continue; continue;
} }
} }
@@ -238,7 +241,8 @@ impl Ray {
colour colour
} }
pub fn light_blocked(&self, scene: &Scene, _node: &Node, bvh: &Option<BVH>) -> bool { pub fn light_blocked(&self, scene: &Scene, light: &Light, bvh: &Option<BVH>) -> bool {
let light_distance = distance(&self.a, &light.position);
match bvh { match bvh {
Some(bvh) => { Some(bvh) => {
//We have a bvh so use bvh traversal //We have a bvh so use bvh traversal
@@ -247,7 +251,11 @@ impl Ray {
continue; continue;
} }
match bvh.traverse(self, 0) { match bvh.traverse(self, 0) {
Some(_) => return true, Some((_, intersect)) => {
if intersect.distance < light_distance + EPSILON {
return true;
}
}
None => continue, None => continue,
} }
} }
@@ -259,15 +267,20 @@ impl Ray {
continue; continue;
} }
if node.aabb.intersect_ray(self) { if node.aabb.intersect_ray(self) {
if node.intersect_ray(self).is_some() { match node.intersect_ray(self) {
Some(intersect) => {
if intersect.distance < light_distance {
return true; return true;
} }
} }
None => continue,
}
}
}
}
} }
return false; return false;
} }
}
}
//Cast a set of rays //Cast a set of rays
pub fn cast_rays( pub fn cast_rays(
eye: &Point3<f64>, eye: &Point3<f64>,

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@@ -37,6 +37,7 @@ pub struct RaytracingOption {
pub pixel_clear: [u8; 4], pub pixel_clear: [u8; 4],
pub pixels_per_thread: u32, pub pixels_per_thread: u32,
pub buffer_proportion: f32, pub buffer_proportion: f32,
pub epsilon: f64,
pub buffer_fov: f64, pub buffer_fov: f64,
pub ray_depth: u8, pub ray_depth: u8,
pub diffuse_rays: u8, pub diffuse_rays: u8,
@@ -56,18 +57,19 @@ impl RaytracingOption {
ray_randomness: 100.0, ray_randomness: 100.0,
clear_color: [0x22, 0x00, 0x11, 0x55], clear_color: [0x22, 0x00, 0x11, 0x55],
pixel_clear: [0x55, 0x00, 0x22, 0x55], pixel_clear: [0x55, 0x00, 0x22, 0x55],
pixels_per_thread: 200, pixels_per_thread: 1000,
buffer_proportion: 1.0, buffer_proportion: 0.1,
buffer_fov: 110.0, buffer_fov: 70.0,
ray_depth: 5, ray_depth: 5,
diffuse_rays: 3, diffuse_rays: 3,
diffuse_coefficient: 0.8, diffuse_coefficient: 0.1,
bvh_active: false, bvh_active: false,
shadows: true, shadows: true,
diffuse: true, diffuse: true,
reflect: true, reflect: true,
specular: true, specular: true,
falloff: true, falloff: true,
epsilon: 1e-6,
} }
} }
} }