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

View File

@@ -1,6 +1,6 @@
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));
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));
@@ -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));
// scene.addCamera("-X Cam", camera);
let material = Material(V(0.2,0.9,0.8), V(0.3, 0.8, 0.8), 10.0);
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 falloff = V(0.1, 0.1, 0.15);
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 colour = V(0.0,0.5,0.5);
let pos = P(-0.5,0.9,0.5);
let light = Light(pos, colour, falloff);
light.active(true);
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));
// light.active(false);
// scene.addLight("green", light);
let colour = V(0.0,1.0,0.0);
let pos = P(-0.5,0.9,-0.5);
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));
// light.active(false);
// scene.addLight("red", light);
let colour = V(1.0,0.0,0.0);
let light = Light(pos, colour, falloff);
light.active(true);
scene.addLight("red", light);
// let light = Ambient(V(0.5,0.5,0.5));
// light.active(false);
// scene.addLight("ambient", light);
let colour = V(0.7,0.7,0.7);
let pos = P(0.0,0.9,0.0);
let light = Light(pos, colour, falloff);
light.active(true);
scene.addLight("white", light);
//let sphere = Sphere(P(0.0,-10.0,0.0), 10.0 );
//let sphere_node = Node( sphere, material);
//scene.addNode("sphere",sphere_node);
let light = Ambient(V(0.1,0.1,0.1));
light.active(true);
scene.addLight("ambient", light);
//let mesh = Mesh("obj/cow.obj" );
//let mesh_node = Node(mesh);
//scene.addNode("mesh", mesh_node);
// let child = sphere_node.child(sphere);
// child.translate(V(1.0,1.0,1.0));
//scene.addNode(child);
let sphere2= SphereUnit();
let sphere2_node = Node( sphere2, material2);
//let sphere2= SphereUnit();
//let sphere2_node = Node( sphere2, material2);
// sphere2_node.rotate(0.1,0.1,0.0);
// sphere2_node.translate(0.0,1.0,0.0);
scene.addNode("sphere", sphere2_node);
//scene.addNode("sphere2", sphere2_node);
//let gnonom = Gnonom();
//let gnonom_node = Node(gnonom, material);
//scene.addNode("gnonom", gnonom_node);
let kd = V(1.0, 1.0, 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 white_wall = Material(kd, ks, kr, 10.0);
scene.addMaterial("white_wall", white_wall);
//let cylinder = Cylinder(2.0,1.0 );
//let cylinder_node = Node(cylinder);
//cylinder_node.scale(1.0,1.0,1.0);
//scene.addNode("cylinder",cylinder_node);
let kd = V(1.0, 0.0, 0.0); // Diffuse color (white)
let ks = V(0.0,0.0,0.0); // Specular color (no specular reflection)
let kr = V(0.0,0.0,0.0); // Reflection color (no reflection)
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

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

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@@ -1,10 +1,11 @@
use crate::state::run;
use error_iter::ErrorIter;
const EPSILON: f64 = 1e-8;
const EPSILON: f64 = 1e-7;
const INFINITY: f64 = 1e10;
use log::error;
//use nalgebra::{Matrix4, RowVector4, Vector3, Vector4};
use std::env;
use std::error::Error;
@@ -23,6 +24,20 @@ fn main() {
env_logger::init();
env::set_var("RUST_BACKTRACE", "1");
//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() {
println!("Error at runtime: {}", e);
};

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@@ -10,10 +10,10 @@ pub struct 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 ks = ks.cast();
let kr = ks.cast();
let kr = kr.cast();
let shininess = shininess as f32;
Material {
kd,

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

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@@ -1,5 +1,5 @@
use crate::{bvh::BVH, node::Node, scene::Scene, state::RaytracingOption, EPSILON};
use nalgebra::{distance, Matrix4, Point3, Vector3};
use crate::{bvh::BVH, light::Light, node::Node, scene::Scene, state::RaytracingOption, EPSILON};
use nalgebra::{distance, Matrix3, Matrix4, Point3, Vector3};
use rand;
fn random_vec() -> Vector3<f64> {
@@ -18,9 +18,16 @@ pub struct Intersection {
}
//Intersection point including point and normal
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.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) {
//Check node intersection
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
let distance = distance(&ray_a, &intersect.point);
if distance < closest_distance {
@@ -182,7 +185,7 @@ impl Ray {
//Niave Shadows
if options.shadows {
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;
}
}
@@ -238,7 +241,8 @@ impl Ray {
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 {
Some(bvh) => {
//We have a bvh so use bvh traversal
@@ -247,7 +251,11 @@ impl Ray {
continue;
}
match bvh.traverse(self, 0) {
Some(_) => return true,
Some((_, intersect)) => {
if intersect.distance < light_distance + EPSILON {
return true;
}
}
None => continue,
}
}
@@ -259,14 +267,19 @@ impl Ray {
continue;
}
if node.aabb.intersect_ray(self) {
if node.intersect_ray(self).is_some() {
return true;
match node.intersect_ray(self) {
Some(intersect) => {
if intersect.distance < light_distance {
return true;
}
}
None => continue,
}
}
}
return false;
}
}
return false;
}
//Cast a set of rays
pub fn cast_rays(

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