charles/src/scene.cc

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/* scene.c
*
* Definition of Scene-related functions.
*
* Eryn Wells <eryn@erynwells.me>
*/
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#include <chrono>
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#include <cmath>
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#include <cstdio>
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#include "basics.h"
#include "light.h"
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#include "log.hh"
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#include "object.h"
#include "scene.h"
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#include "writer.h"
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#define LOG_NAME "scene"
#include "logModule.hh"
using namespace charles;
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Scene::Scene()
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: width(640), height(480),
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mCamera(new PerspectiveCamera()),
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max_depth(5),
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min_weight(1e-4),
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ambient(new AmbientLight()),
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shapes(),
lights(),
mStats(),
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pixels(NULL)
{ }
Scene::~Scene()
{
mCamera.reset();
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if (ambient != NULL) {
delete ambient;
}
shapes.clear();
for (PointLight *l : lights) {
delete l;
}
lights.clear();
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if (pixels != NULL) {
delete[] pixels;
_is_rendered = false;
}
}
bool
Scene::is_rendered()
const
{
return _is_rendered;
}
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int
Scene::get_width()
const
{
return width;
}
int
Scene::get_height()
const
{
return height;
}
/*
* Scene::GetCamera --
*/
Camera::Ptr
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Scene::GetCamera()
const
{
return mCamera;
}
/*
* Scene::SetCamera --
*/
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void
Scene::SetCamera(Camera* camera)
{
mCamera.reset(camera);
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}
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AmbientLight &
Scene::get_ambient()
const
{
return *ambient;
}
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const Color *
Scene::get_pixels()
const
{
return pixels;
}
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/*
* scene_load --
*
* Load scene objects into this Scene from the given file.
*/
void
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Scene::read(const std::string &filename)
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{ }
/*
* scene_save --
*
* Write a rendered scene to the given file.
*/
void
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Scene::write(Writer &writer, const std::string &filename)
{
writer.write_scene(*this, filename);
}
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/*
* Scene::render --
*
* Render the given Scene.
*/
void
Scene::render()
{
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LOG_INFO << "Rendering scene with " << shapes.size() << " objects.";
printf("Rendering scene with %lu objects.\n", shapes.size());
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std::chrono::time_point<std::chrono::system_clock> start, end;
start = std::chrono::system_clock::now();
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pixels = new Color[width * height];
Ray primary_ray;
Vector3 o, d;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
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primary_ray = mCamera->compute_primary_ray(x, width, y, height);
mStats.primaryRays++;
Color c = trace_ray(primary_ray);
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pixels[y * width + x] = c;
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}
}
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end = std::chrono::system_clock::now();
std::chrono::duration<float> seconds = end - start;
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_is_rendered = true;
printf("Rendering completed in %f seconds.\n\n", seconds.count());
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LOG_INFO << "Rendering completed in " << seconds.count() << " seconds.";
mStats.PrintRayTable();
printf("\n");
mStats.PrintIntersectionsTable();
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}
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/*
* Scene::add_shape --
*
* Add a shape to the scene.
*/
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void
Scene::add_shape(Object::Ptr shape)
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{
shapes.push_back(shape);
}
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/*
* Scene::add_light --
*
* Add a light to the scene.
*/
void
Scene::add_light(PointLight *light)
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{
lights.push_back(light);
}
/*
* Scene::trace_ray --
*
* Trace the given ray through the scene, recursing until depth has been reached.
*/
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Color
Scene::trace_ray(const Ray &ray,
const int depth,
const float weight)
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{
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if (depth >= max_depth || weight <= min_weight) {
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return Color::Black;
}
Color out_color = Color::Black;
Object::Ptr intersected_shape;
TVector ts;
Double nearest_t = INFINITY;
ts.reserve(2);
// Find intersections of this ray with objects in the scene.
for (Object::Ptr s : shapes) {
ts.clear();
if (s->DoesIntersect(ray, ts, mStats)) {
for (Double t : ts) {
if (t < 1e-2) {
break;
}
if (t < nearest_t) {
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intersected_shape = s;
nearest_t = t;
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}
}
}
}
// If there was no intersection, return black.
if (!intersected_shape) {
return out_color;
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}
Material& shape_material = intersected_shape->GetMaterial();
const Color& shape_color = shape_material.GetDiffuseColor();
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Vector3 intersection = ray.parameterize(nearest_t);
Vector3 normal = intersected_shape->compute_normal(intersection);
/*
* Diffuse lighting. (Shading, etc.)
*/
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Vector3 light_direction;
Double ldotn, diffuse_level, ambient_level;
Ray shadowRay;
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for (PointLight *l : lights) {
light_direction = (intersection - l->GetOrigin()).normalize();
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ldotn = light_direction.dot(normal);
/*
* TODO: What is this even for? Removing it makes the darker showers
* really bright.
*/
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if (ldotn < 0) {
ldotn = 0.0;
}
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diffuse_level = shape_material.GetDiffuseIntensity();
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ambient_level = 1.0 - diffuse_level;
shadowRay = Ray(intersection, light_direction);
for (Object::Ptr s : shapes) {
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if (s == intersected_shape) {
/* Skip the intersected shape. */
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continue;
}
mStats.shadowRays++;
/* Figure out if we're in shadow. */
ts.clear();
if (s->DoesIntersect(shadowRay, ts, mStats)) {
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diffuse_level = 0.0;
break;
}
}
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/*
* Compute basic Lambert diffuse shading for this object.
*/
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out_color += shape_color * ( ambient_level * ambient->compute_color_contribution()
+ diffuse_level * ldotn);
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}
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/*
* Specular lighting. (Reflections, etc.)
*/
#if 0
Double specular_level = shape_material.GetSpecularIntensity();
const Color& specular_color = shape_material.GetSpecularColor();
/*
* Compute the reflection ray. Computing the direction of the reflection ray
* is done by the following formula:
*
* d = dr - 2n(dr . n)
*
* where d is the direction, dr is the direction of the incoming ray, and n
* is the normal vector. Period (.) indicates the dot product.
*
* The origin of the reflection ray is the point on the surface where the
* incoming ray intersected with it.
*/
Ray reflection_ray = Ray(intersection,
ray.direction - 2.0 * normal * ray.direction.dot(normal));
mStats.reflectionRays++;
Color reflection_color = trace_ray(reflection_ray,
depth + 1,
weight * specular_level);
// TODO: Mix in specular_color of material.
out_color += specular_level * specular_color * reflection_color;
#endif
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return out_color;
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}