//------------------------------------------------------------------------------- /// /// \file scene.h /// \author Cem Yuksel (www.cemyuksel.com) /// \version 13.0 /// \date August 21, 2019 /// /// \brief Example source for CS 6620 - University of Utah. /// //------------------------------------------------------------------------------- #ifndef _SCENE_H_INCLUDED_ #define _SCENE_H_INCLUDED_ //------------------------------------------------------------------------------- #define TEXTURE_SAMPLE_COUNT 32 //------------------------------------------------------------------------------- #include <string.h> #define _USE_MATH_DEFINES #include <math.h> #include <vector> #include <atomic> #include "lodepng.h" #include "cyVector.h" #include "cyMatrix.h" #include "cyColor.h" using namespace cy; //------------------------------------------------------------------------------- #define BIGFLOAT 1.0e30f //------------------------------------------------------------------------------- class Ray { public: Vec3f p, dir; Ray() {} Ray( Vec3f const &_p, Vec3f const &_dir ) : p(_p), dir(_dir) {} Ray( Ray const &r ) : p(r.p), dir(r.dir) {} void Normalize() { dir.Normalize(); } }; //------------------------------------------------------------------------------- class Box { public: Vec3f pmin, pmax; // Constructors Box() { Init(); } Box(Vec3f const &_pmin, Vec3f const &_pmax) : pmin(_pmin), pmax(_pmax) {} Box(float xmin, float ymin, float zmin, float xmax, float ymax, float zmax ) : pmin(xmin,ymin,zmin), pmax(xmax,ymax,zmax) {} Box(float const *dim) : pmin(dim[0],dim[1],dim[2]), pmax(dim[3],dim[4],dim[5]) {} // Initializes the box, such that there exists no point inside the box (i.e. it is empty). void Init() { pmin.Set(BIGFLOAT,BIGFLOAT,BIGFLOAT); pmax.Set(-BIGFLOAT,-BIGFLOAT,-BIGFLOAT); } // Returns true if the box is empty; otherwise, returns false. bool IsEmpty() const { return pmin.x>pmax.x || pmin.y>pmax.y || pmin.z>pmax.z; } // Returns one of the 8 corner point of the box in the following order: // 0:(x_min,y_min,z_min), 1:(x_max,y_min,z_min) // 2:(x_min,y_max,z_min), 3:(x_max,y_max,z_min) // 4:(x_min,y_min,z_max), 5:(x_max,y_min,z_max) // 6:(x_min,y_max,z_max), 7:(x_max,y_max,z_max) Vec3f Corner( int i ) const // 8 corners of the box { Vec3f p; p.x = (i & 1) ? pmax.x : pmin.x; p.y = (i & 2) ? pmax.y : pmin.y; p.z = (i & 4) ? pmax.z : pmin.z; return p; } // Enlarges the box such that it includes the given point p. void operator += (Vec3f const &p) { for ( int i=0; i<3; i++ ) { if ( pmin[i] > p[i] ) pmin[i] = p[i]; if ( pmax[i] < p[i] ) pmax[i] = p[i]; } } // Enlarges the box such that it includes the given box b. void operator += (const Box &b) { for ( int i=0; i<3; i++ ) { if ( pmin[i] > b.pmin[i] ) pmin[i] = b.pmin[i]; if ( pmax[i] < b.pmax[i] ) pmax[i] = b.pmax[i]; } } // Returns true if the point is inside the box; otherwise, returns false. bool IsInside(Vec3f const &p) const { for ( int i=0; i<3; i++ ) if ( pmin[i] > p[i] || pmax[i] < p[i] ) return false; return true; } // Returns true if the ray intersects with the box for any parameter that is smaller than t_max; otherwise, returns false. bool IntersectRay(Ray const &r, float t_max) const; }; //------------------------------------------------------------------------------- inline float Halton(int index, int base) { float r = 0; float f = 1.0f / (float)base; for ( int i=index; i>0; i/=base ) { r += f * (i%base); f /= (float) base; } return r; } //------------------------------------------------------------------------------- class Node; #define HIT_NONE 0 #define HIT_FRONT 1 #define HIT_BACK 2 #define HIT_FRONT_AND_BACK (HIT_FRONT|HIT_BACK) struct HitInfo { float z; // the distance from the ray center to the hit point Vec3f p; // position of the hit point Vec3f N; // surface normal at the hit point Vec3f uvw; // texture coordinate at the hit point Vec3f duvw[2];// derivatives of the texture coordinate Node const *node; // the object node that was hit bool front; // true if the ray hits the front side, false if the ray hits the back side int mtlID; // sub-material index HitInfo() { Init(); } void Init() { z=BIGFLOAT; node=nullptr; front=true; uvw.Set(0.5f,0.5f,0.5f); duvw[0].Zero(); duvw[1].Zero(); mtlID=0; } }; //------------------------------------------------------------------------------- class ItemBase { private: char *name; // The name of the item public: ItemBase() : name(nullptr) {} virtual ~ItemBase() { if ( name ) delete [] name; } char const* GetName() const { return name ? name : ""; } void SetName(char const *newName) { if ( name ) delete [] name; if ( newName ) { int n = strlen(newName); name = new char[n+1]; for ( int i=0; i<n; i++ ) name[i] = newName[i]; name[n] = '\0'; } else { name = nullptr; } } }; template <class T> class ItemList : public std::vector<T*> { public: virtual ~ItemList() { DeleteAll(); } void DeleteAll() { int n=(int)this->size(); for ( int i=0; i<n; i++ ) if ( this->at(i) ) delete this->at(i); } }; template <class T> class ItemFileList { public: void Clear() { list.DeleteAll(); } void Append( T* item, char const *name ) { list.push_back( new FileInfo(item,name) ); } T* Find( char const *name ) const { int n=list.size(); for ( int i=0; i<n; i++ ) if ( list[i] && strcmp(name,list[i]->GetName())==0 ) return list[i]->GetObj(); return nullptr; } private: class FileInfo : public ItemBase { private: T *item; public: FileInfo() : item(nullptr) {} FileInfo(T *_item, char const *name) : item(_item) { SetName(name); } ~FileInfo() { Delete(); } void Delete() { if (item) delete item; item=nullptr; } void SetObj(T *_item) { Delete(); item=_item; } T* GetObj() { return item; } }; ItemList<FileInfo> list; }; //------------------------------------------------------------------------------- class Transformation { private: Matrix3f tm; // Transformation matrix to the local space Vec3f pos; // Translation part of the transformation matrix mutable Matrix3f itm; // Inverse of the transformation matrix (cached) public: Transformation() : pos(0,0,0) { tm.SetIdentity(); itm.SetIdentity(); } Matrix3f const& GetTransform () const { return tm; } Vec3f const& GetPosition () const { return pos; } Matrix3f const& GetInverseTransform() const { return itm; } Vec3f TransformTo ( Vec3f const &p ) const { return itm * (p - pos); } // Transform to the local coordinate system Vec3f TransformFrom( Vec3f const &p ) const { return tm*p + pos; } // Transform from the local coordinate system // Transforms a vector to the local coordinate system (same as multiplication with the inverse transpose of the transformation) Vec3f VectorTransformTo( Vec3f const &dir ) const { return TransposeMult(tm,dir); } // Transforms a vector from the local coordinate system (same as multiplication with the inverse transpose of the transformation) Vec3f VectorTransformFrom( Vec3f const &dir ) const { return TransposeMult(itm,dir); } void Translate( Vec3f const &p ) { pos+=p; } void Rotate ( Vec3f const &axis, float degrees ) { Matrix3f m; m.SetRotation(axis,degrees*(float)M_PI/180.0f); Transform(m); } void Scale ( float sx, float sy, float sz ) { Matrix3f m; m.Zero(); m[0]=sx; m[4]=sy; m[8]=sz; Transform(m); } void Transform( Matrix3f const &m ) { tm=m*tm; pos=m*pos; tm.GetInverse(itm); } void InitTransform() { pos.Zero(); tm.SetIdentity(); itm.SetIdentity(); } private: // Multiplies the given vector with the transpose of the given matrix static Vec3f TransposeMult( Matrix3f const &m, Vec3f const &dir ) { Vec3f d; d.x = m.GetColumn(0) % dir; d.y = m.GetColumn(1) % dir; d.z = m.GetColumn(2) % dir; return d; } }; //------------------------------------------------------------------------------- class Material; // Base class for all object types class Object { public: virtual bool IntersectRay( Ray const &ray, HitInfo &hInfo, int hitSide=HIT_FRONT ) const=0; virtual Box GetBoundBox() const=0; virtual void ViewportDisplay(const Material *mtl) const {} // used for OpenGL display }; typedef ItemFileList<Object> ObjFileList; //------------------------------------------------------------------------------- class Light : public ItemBase { public: virtual Color Illuminate(Vec3f const &p, Vec3f const &N) const=0; virtual Vec3f Direction (Vec3f const &p) const=0; virtual bool IsAmbient () const { return false; } virtual void SetViewportLight(int lightID) const {} // used for OpenGL display // Photon Extensions virtual bool IsPhotonSource () const { return false; } virtual Color GetPhotonIntensity() const { return Color(0,0,0); } virtual Ray RandomPhoton () const { return Ray(Vec3f(0,0,0),Vec3f(0,0,1)); } }; class LightList : public ItemList<Light> {}; //------------------------------------------------------------------------------- class Material : public ItemBase { public: // The main method that handles the shading by calling all the lights in the list. // ray: incoming ray, // hInfo: hit information for the point that is being shaded, lights: the light list, // bounceCount: permitted number of additional bounces for reflection and refraction. virtual Color Shade(Ray const &ray, const HitInfo &hInfo, const LightList &lights, int bounceCount) const=0; virtual void SetViewportMaterial(int subMtlID=0) const {} // used for OpenGL display // Photon Extensions virtual bool IsPhotonSurface(int subMtlID=0) const { return true; } // if this method returns true, the photon will be stored virtual bool RandomPhotonBounce(Ray &r, Color &c, const HitInfo &hInfo) const { return false; } // if this method returns true, a new photon with the given direction and color will be traced }; class MaterialList : public ItemList<Material> { public: Material* Find( char const *name ) { int n=size(); for ( int i=0; i<n; i++ ) if ( at(i) && strcmp(name,at(i)->GetName())==0 ) return at(i); return nullptr; } }; //------------------------------------------------------------------------------- class Texture : public ItemBase { public: // Evaluates the color at the given uvw location. virtual Color Sample(Vec3f const &uvw) const=0; // Evaluates the color around the given uvw location using the derivatives duvw // by calling the Sample function multiple times. virtual Color Sample(Vec3f const &uvw, Vec3f const duvw[2], bool elliptic=true) const { Color c = Sample(uvw); if ( duvw[0].LengthSquared() + duvw[1].LengthSquared() == 0 ) return c; for ( int i=1; i<TEXTURE_SAMPLE_COUNT; i++ ) { float x = Halton(i,2); float y = Halton(i,3); if ( elliptic ) { float r = sqrtf(x)*0.5f; x = r*sinf(y*(float)M_PI*2); y = r*cosf(y*(float)M_PI*2); } else { if ( x > 0.5f ) x-=1; if ( y > 0.5f ) y-=1; } c += Sample( uvw + x*duvw[0] + y*duvw[1] ); } return c / float(TEXTURE_SAMPLE_COUNT); } virtual bool SetViewportTexture() const { return false; } // used for OpenGL display protected: // Clamps the uvw values for tiling textures, such that all values fall between 0 and 1. static Vec3f TileClamp(Vec3f const &uvw) { Vec3f u; u.x = uvw.x - (int) uvw.x; u.y = uvw.y - (int) uvw.y; u.z = uvw.z - (int) uvw.z; if ( u.x < 0 ) u.x += 1; if ( u.y < 0 ) u.y += 1; if ( u.z < 0 ) u.z += 1; return u; } }; typedef ItemFileList<Texture> TextureList; //------------------------------------------------------------------------------- // This class handles textures with texture transformations. // The uvw values passed to the Sample methods are transformed // using the texture transformation. class TextureMap : public Transformation { public: TextureMap() : texture(nullptr) {} TextureMap(Texture *tex) : texture(tex) {} void SetTexture(Texture *tex) { texture = tex; } virtual Color Sample(Vec3f const &uvw) const { return texture ? texture->Sample(TransformTo(uvw)) : Color(0,0,0); } virtual Color Sample(Vec3f const &uvw, Vec3f const duvw[2], bool elliptic=true) const { if ( texture == nullptr ) return Color(0,0,0); Vec3f u = TransformTo(uvw); Vec3f d[2]; d[0] = TransformTo(duvw[0]+uvw)-u; d[1] = TransformTo(duvw[1]+uvw)-u; return texture->Sample(u,d,elliptic); } bool SetViewportTexture() const { if ( texture ) return texture->SetViewportTexture(); return false; } // used for OpenGL display private: Texture *texture; }; //------------------------------------------------------------------------------- // This class keeps a TextureMap and a color. This is useful for keeping material // color parameters that can also be textures. If no texture is specified, it // automatically uses the color value. Otherwise, the texture value is multiplied // by the color value. class TexturedColor { private: Color color; TextureMap *map; public: TexturedColor() : color(0,0,0), map(nullptr) {} TexturedColor(float r, float g, float b) : color(r,g,b), map(nullptr) {} virtual ~TexturedColor() { if ( map ) delete map; } void SetColor(const Color &c) { color=c; } void SetTexture(TextureMap *m) { if ( map ) delete map; map=m; } Color GetColor() const { return color; } const TextureMap* GetTexture() const { return map; } Color Sample(Vec3f const &uvw) const { return ( map ) ? color*map->Sample(uvw) : color; } Color Sample(Vec3f const &uvw, Vec3f const duvw[2], bool elliptic=true) const { return ( map ) ? color*map->Sample(uvw,duvw,elliptic) : color; } // Returns the color value at the given direction for environment mapping. Color SampleEnvironment(Vec3f const &dir) const { float z = asinf(-dir.z)/float(M_PI)+0.5f; float x = dir.x / (fabs(dir.x)+fabs(dir.y)); float y = dir.y / (fabs(dir.x)+fabs(dir.y)); return Sample( Vec3f(0.5f,0.5f,0.0f) + z*(x*Vec3f(0.5f,0.5f,0) + y*Vec3f(-0.5f,0.5f,0)) ); } }; //------------------------------------------------------------------------------- class Node : public ItemBase, public Transformation { private: Node **child; // Child nodes int numChild; // The number of child nodes Object *obj; // Object reference (merely points to the object, but does not own the object, so it doesn't get deleted automatically) Material *mtl; // Material used for shading the object Box childBoundBox; // Bounding box of the child nodes, which does not include the object of this node, but includes the objects of the child nodes public: Node() : child(nullptr), numChild(0), obj(nullptr), mtl(nullptr) {} virtual ~Node() { DeleteAllChildNodes(); } void Init() { DeleteAllChildNodes(); obj=nullptr; mtl=nullptr; childBoundBox.Init(); SetName(nullptr); InitTransform(); } // Initialize the node deleting all child nodes // Hierarchy management int GetNumChild() const { return numChild; } void SetNumChild(int n, int keepOld=false) { if ( n < 0 ) n=0; // just to be sure Node **nc = nullptr; // new child pointer if ( n > 0 ) nc = new Node*[n]; for ( int i=0; i<n; i++ ) nc[i] = nullptr; if ( keepOld ) { int sn = Min(n,numChild); for ( int i=0; i<sn; i++ ) nc[i] = child[i]; } if ( child ) delete [] child; child = nc; numChild = n; } Node const* GetChild( int i ) const { return child[i]; } Node* GetChild( int i ) { return child[i]; } void SetChild( int i, Node *node ) { child[i]=node; } void AppendChild( Node *node ) { SetNumChild(numChild+1,true); SetChild(numChild-1,node); } void RemoveChild( int i ) { for ( int j=i; j<numChild-1; j++) child[j]=child[j+1]; SetNumChild(numChild-1); } void DeleteAllChildNodes() { for ( int i=0; i<numChild; i++ ) { child[i]->DeleteAllChildNodes(); delete child[i]; } SetNumChild(0); } // Bounding Box const Box& ComputeChildBoundBox() { childBoundBox.Init(); for ( int i=0; i<numChild; i++ ) { Box childBox = child[i]->ComputeChildBoundBox(); Object *cobj = child[i]->GetNodeObj(); if ( cobj ) childBox += cobj->GetBoundBox(); if ( ! childBox.IsEmpty() ) { // transform the box from child coordinates for ( int j=0; j<8; j++ ) childBoundBox += child[i]->TransformFrom( childBox.Corner(j) ); } } return childBoundBox; } const Box& GetChildBoundBox() const { return childBoundBox; } // Object management Object const * GetNodeObj() const { return obj; } Object* GetNodeObj() { return obj; } void SetNodeObj(Object *object) { obj=object; } // Material management const Material* GetMaterial() const { return mtl; } void SetMaterial(Material *material) { mtl=material; } // Transformations Ray ToNodeCoords( Ray const &ray ) const { Ray r; r.p = TransformTo(ray.p); r.dir = TransformTo(ray.p + ray.dir) - r.p; return r; } void FromNodeCoords( HitInfo &hInfo ) const { hInfo.p = TransformFrom(hInfo.p); hInfo.N = VectorTransformFrom(hInfo.N).GetNormalized(); } }; //------------------------------------------------------------------------------- class Camera { public: Vec3f pos, dir, up; float fov, focaldist, dof; int imgWidth, imgHeight; void Init() { pos.Set(0,0,0); dir.Set(0,0,-1); up.Set(0,1,0); fov = 40; focaldist = 1; dof = 0; imgWidth = 200; imgHeight = 150; } }; //------------------------------------------------------------------------------- class RenderImage { private: Color24 *img; float *zbuffer; uint8_t *zbufferImg; uint8_t *sampleCount; uint8_t *sampleCountImg; uint8_t *irradComp; int width, height; std::atomic<int> numRenderedPixels; public: RenderImage() : img(nullptr), zbuffer(nullptr), zbufferImg(nullptr), sampleCount(nullptr), sampleCountImg(nullptr), irradComp(nullptr), width(0), height(0), numRenderedPixels(0) {} void Init(int w, int h) { width=w; height=h; if (img) delete [] img; img = new Color24[width*height]; if (zbuffer) delete [] zbuffer; zbuffer = new float[width*height]; if (zbufferImg) delete [] zbufferImg; zbufferImg = nullptr; if ( sampleCount ) delete [] sampleCount; sampleCount = new uint8_t[width*height]; if ( sampleCountImg ) delete [] sampleCountImg; sampleCountImg = nullptr; if ( irradComp ) delete [] irradComp; irradComp = nullptr; ResetNumRenderedPixels(); } void AllocateIrradianceComputationImage() { if ( ! irradComp ) irradComp = new uint8_t[width*height]; for ( int i=0; i<width*height; i++ ) irradComp[i] = 0; } int GetWidth () const { return width; } int GetHeight () const { return height; } Color24* GetPixels () { return img; } float* GetZBuffer() { return zbuffer; } uint8_t* GetZBufferImage() { return zbufferImg; } uint8_t* GetSampleCount () { return sampleCount; } uint8_t* GetSampleCountImage(){ return sampleCountImg; } uint8_t* GetIrradianceComputationImage() { return irradComp; } void ResetNumRenderedPixels () { numRenderedPixels=0; } int GetNumRenderedPixels () const { return numRenderedPixels; } void IncrementNumRenderPixel(int n) { numRenderedPixels+=n; } bool IsRenderDone () const { return numRenderedPixels >= width*height; } void ComputeZBufferImage() { int size = width * height; if (zbufferImg) delete [] zbufferImg; zbufferImg = new uint8_t[size]; float zmin=BIGFLOAT, zmax=0; for ( int i=0; i<size; i++ ) { if ( zbuffer[i] == BIGFLOAT ) continue; if ( zmin > zbuffer[i] ) zmin = zbuffer[i]; if ( zmax < zbuffer[i] ) zmax = zbuffer[i]; } for ( int i=0; i<size; i++ ) { if ( zbuffer[i] == BIGFLOAT ) zbufferImg[i] = 0; else { float f = (zmax-zbuffer[i])/(zmax-zmin); int c = int(f * 255); if ( c < 0 ) c = 0; if ( c > 255 ) c = 255; zbufferImg[i] = c; } } } int ComputeSampleCountImage() { int size = width * height; if (sampleCountImg) delete [] sampleCountImg; sampleCountImg = new uint8_t[size]; uint8_t smin=255, smax=0; for ( int i=0; i<size; i++ ) { if ( smin > sampleCount[i] ) smin = sampleCount[i]; if ( smax < sampleCount[i] ) smax = sampleCount[i]; } if ( smax == smin ) { for ( int i=0; i<size; i++ ) sampleCountImg[i] = 0; } else { for ( int i=0; i<size; i++ ) { int c = (255*(sampleCount[i]-smin))/(smax-smin); if ( c < 0 ) c = 0; if ( c > 255 ) c = 255; sampleCountImg[i] = c; } } return smax; } bool SaveImage (char const *filename) const { return SavePNG(filename,&img[0].r,3); } bool SaveZImage(char const *filename) const { return SavePNG(filename,zbufferImg,1); } bool SaveSampleCountImage(char const *filename) const { return SavePNG(filename,sampleCountImg,1); } bool SaveIrradianceComputationImage(char const *filename) const { return SavePNG(filename,irradComp,1); } private: bool SavePNG(char const *filename, uint8_t *data, int compCount) const { LodePNGColorType colortype; switch( compCount ) { case 1: colortype = LCT_GREY; break; case 3: colortype = LCT_RGB; break; default: return false; } unsigned int error = lodepng::encode(filename,data,width,height,colortype,8); return error == 0; } }; //------------------------------------------------------------------------------- #endif