Working realtime tracing

This commit is contained in:
STP
2023-11-16 17:14:24 -05:00
parent a80da71455
commit 9383ef5bbf
7 changed files with 182 additions and 248 deletions

View File

@@ -1,9 +1,12 @@
use crate::ray::Ray;
use crate::{EPSILON, INFINITY};
use log::error;
use nalgebra as nm;
use nalgebra::Matrix4;
use nalgebra::Perspective3;
use nalgebra::Point3;
use nalgebra::Vector3;
use std::env;
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
@@ -35,8 +38,8 @@ impl Camera {
) -> Self {
let znear = EPSILON;
let zfar = INFINITY;
let matrix = self.build_view_projection_matrix(eye, target, up, aspect, fovy, znear, zfar);
let inverse = self.build_inverse_view_projection_matrix(eye, target, up, aspect, fovy, znear, zfar);
let (matrix, inverse) =
Camera::build_matrix_and_inverse(&eye, &target, &up, aspect, fovy, znear, zfar);
Camera {
eye,
target,
@@ -45,42 +48,73 @@ impl Camera {
aspect,
znear,
zfar,
matrix,
inverse,
}
}
pub fn build_view_projection_matrix(eye: Point3<f32>, target: Point3<f32>, up: Vector3<f32>, aspect: f32, fovy: f32, znear: f32, zfar: f32) -> Matrix4<f32> {
pub fn build_matrix_and_inverse(
eye: &Point3<f32>,
target: &Point3<f32>,
up: &Vector3<f32>,
aspect: f32,
fovy: f32,
znear: f32,
zfar: f32,
) -> (Matrix4<f32>, Matrix4<f32>) {
let view = Matrix4::look_at_lh(eye, target, up);
let proj = Matrix4::new_perspective(aspect, fovy,znear, zfar);
proj * view
let proj = Perspective3::new(aspect, fovy, znear, zfar);
let matrix = proj.as_matrix() * view;
let inverse = view.try_inverse().expect("No view") * proj.inverse();
(matrix, inverse)
}
pub fn build_inverse_view_projection_matrix(eye: Point3<f32>, target: Point3<f32>, up: Vector3<f32>, aspect: f32, fovy: f32, znear: f32, zfar: f32) -> Matrix4<f32> {
let view_proj = self.build_view_projection_matrix(eye, target, up, aspect, fovy, znear, zfar);
view_proj.try_inverse().expect("Cannot invert!")
}
pub fn cast_rays(&self, width: u32, height: u32) -> Vec<Ray> {
let inverse_matrix = self.build_inverse_view_projection_matrix();
let dx = 2.0 / width as f32;
let dy = 2.0 / height as f32;
pub fn cast_rays(&self, width: i32, height: i32) -> Vec<Ray> {
let aspect = width as f64 / height as f64;
let fovy_radians = (self.fovy as f64).to_radians();
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
let view_direction = (self.target - self.eye).normalize(); // Normalize the view direction vector
let hor = view_direction.cross(&self.up).normalize(); // pointing right
let vert = view_direction.cross(&hor).normalize(); // pointing up
let h_width = 2.0 * (fovh_radians / 2.0).tan();
let v_height = 2.0 * (fovy_radians / 2.0).tan();
let d_hor_vec = hor * (h_width / width as f64) as f32;
let d_vert_vec = vert * (v_height / height as f64) as f32;
let mut rays = Vec::with_capacity(width as usize * height as usize);
for i in 0..width {
for j in 0..height {
let x = -1.0 + i as f32 * dx;
let y = 1.0 - j as f32 * dy;
let a = inverse_matrix.transform_point(&Point3::new(x, y, -1.0));
let b = inverse_matrix.transform_vector(&Vector3::new(0.0, 0.0, 1.0));
let ray = Ray { a, b };
for j in 0..height {
for i in 0..width {
let horizontal = (i as f32 - width as f32 / 2.0) * d_hor_vec;
let vertical = (j as f32 - height as f32 / 2.0) * d_vert_vec;
let direction = view_direction + horizontal + vertical;
let ray = Ray::new(self.eye, direction);
rays.push(ray);
}
}
rays
}
pub fn cast_ray(&self, width: u32, height: u32, x: u32, y: u32) -> Ray {
pub fn cast_ray(&self, width: i32, height: i32, x: i32, y: i32) -> Ray {
let aspect = width as f64 / height as f64;
let fovy_radians = (self.fovy as f64).to_radians();
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
let view_direction = (self.target - self.eye).normalize(); // Normalize the view direction vector
let dx = 2.0 / width as f32;
let dy = 2.0 / height as f32;
let hor = view_direction.cross(&self.up).normalize(); // pointing right
let vert = view_direction.cross(&hor).normalize(); // pointing up
let h_width = 2.0 * (fovh_radians / 2.0).tan();
let v_height = 2.0 * (fovy_radians / 2.0).tan();
let d_hor_vec = hor * (h_width / width as f64) as f32;
let d_vert_vec = vert * (v_height / height as f64) as f32;
// Calculate the offsets for the pixel's position on the image plane
let horizontal = ((x as f32 / width as f32) - 0.5) * h_width as f32;
let vertical = ((y as f32 / height as f32) - 0.5) * v_height as f32;
// Calculate the ray direction by summing up the components
let direction = view_direction + (horizontal * d_hor_vec) + (vertical * d_vert_vec);
Ray::new(self.eye, direction)
}
}