clray

annotate src/dbgray.cc @ 54:6a30f27fa1e6

separated the OpenGL visualization and added a CPU raytracing mode
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 10 Sep 2010 16:47:00 +0100
parents
children df239a52a091
rev   line source
nuclear@54 1 #include <string.h>
nuclear@54 2 #include <assert.h>
nuclear@54 3 #include "rt.h"
nuclear@54 4 #include "ogl.h"
nuclear@54 5 #include "vector.h"
nuclear@54 6 #include "timer.h"
nuclear@54 7
nuclear@54 8 struct SurfPoint {
nuclear@54 9 float t;
nuclear@54 10 Vector3 pos, norm;
nuclear@54 11 const Face *face;
nuclear@54 12 };
nuclear@54 13
nuclear@54 14 static void trace_ray(float *pixel, const Ray &ray, int iter, float energy = 1.0f);
nuclear@54 15 static void shade(float *pixel, const Ray &ray, const SurfPoint &sp, int iter, float energy = 1.0f);
nuclear@54 16 static bool find_intersection(const Ray &ray, const Scene *scn, const KDNode *kd, SurfPoint *spret);
nuclear@54 17 static bool ray_aabb_test(const Ray &ray, const AABBox &aabb);
nuclear@54 18 static bool ray_triangle_test(const Ray &ray, const Face *face, SurfPoint *sp);
nuclear@54 19 static Vector3 calc_bary(const Vector3 &pt, const Face *face, const Vector3 &norm);
nuclear@54 20 static void transform(float *res, const float *v, const float *xform);
nuclear@54 21 static void transform_ray(Ray *ray, const float *xform, const float *invtrans_xform);
nuclear@54 22
nuclear@54 23 static int xsz, ysz;
nuclear@54 24 static float *fb;
nuclear@54 25 static unsigned int tex;
nuclear@54 26 static Scene *scn;
nuclear@54 27 static const Ray *prim_rays;
nuclear@54 28
nuclear@54 29
nuclear@54 30 bool init_dbg_renderer(int width, int height, Scene *scene, unsigned int texid)
nuclear@54 31 {
nuclear@54 32 try {
nuclear@54 33 fb = new float[3 * width * height];
nuclear@54 34 }
nuclear@54 35 catch(...) {
nuclear@54 36 return false;
nuclear@54 37 }
nuclear@54 38
nuclear@54 39 xsz = width;
nuclear@54 40 ysz = height;
nuclear@54 41 tex = texid;
nuclear@54 42 scn = scene;
nuclear@54 43 return true;
nuclear@54 44 }
nuclear@54 45
nuclear@54 46 void destroy_dbg_renderer()
nuclear@54 47 {
nuclear@54 48 delete [] fb;
nuclear@54 49 delete [] prim_rays;
nuclear@54 50 }
nuclear@54 51
nuclear@54 52 void dbg_set_primary_rays(const Ray *rays)
nuclear@54 53 {
nuclear@54 54 prim_rays = rays;
nuclear@54 55 }
nuclear@54 56
nuclear@54 57 void dbg_render(const float *xform, const float *invtrans_xform, int num_threads)
nuclear@54 58 {
nuclear@54 59 unsigned long t0 = get_msec();
nuclear@54 60
nuclear@54 61 int iter = get_render_option_int(ROPT_ITER);
nuclear@54 62
nuclear@54 63 int offs = 0;
nuclear@54 64 for(int i=0; i<ysz; i++) {
nuclear@54 65 for(int j=0; j<xsz; j++) {
nuclear@54 66 Ray ray = prim_rays[offs];
nuclear@54 67 transform_ray(&ray, xform, invtrans_xform);
nuclear@54 68
nuclear@54 69 trace_ray(fb + offs * 3, ray, iter, 1.0);
nuclear@54 70 offs++;
nuclear@54 71 }
nuclear@54 72 }
nuclear@54 73
nuclear@54 74 glPushAttrib(GL_TEXTURE_BIT);
nuclear@54 75 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@54 76 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, xsz, ysz, GL_RGB, GL_FLOAT, fb);
nuclear@54 77 glPopAttrib();
nuclear@54 78
nuclear@54 79 printf("rendered in %lu msec\n", get_msec() - t0);
nuclear@54 80 }
nuclear@54 81
nuclear@54 82 static void trace_ray(float *pixel, const Ray &ray, int iter, float energy)
nuclear@54 83 {
nuclear@54 84 SurfPoint sp;
nuclear@54 85
nuclear@54 86 if(find_intersection(ray, scn, scn->kdtree, &sp)) {
nuclear@54 87 shade(pixel, ray, sp, iter, energy);
nuclear@54 88 } else {
nuclear@54 89 pixel[0] = pixel[1] = pixel[2] = 0.05f;
nuclear@54 90 }
nuclear@54 91 }
nuclear@54 92
nuclear@54 93 #define MAX(a, b) ((a) > (b) ? (a) : (b))
nuclear@54 94
nuclear@54 95 static void shade(float *pixel, const Ray &ray, const SurfPoint &sp, int iter, float energy)
nuclear@54 96 {
nuclear@54 97 const Material *mat = scn->get_materials() + sp.face->matid;
nuclear@54 98
nuclear@54 99 bool cast_shadows = get_render_option_bool(ROPT_SHAD);
nuclear@54 100 Vector3 raydir(ray.dir);
nuclear@54 101 Vector3 norm = sp.norm;
nuclear@54 102
nuclear@54 103 if(dot(raydir, norm) >= 0.0) {
nuclear@54 104 norm = -norm;
nuclear@54 105 }
nuclear@54 106
nuclear@54 107 float dcol[3] = {0, 0, 0};
nuclear@54 108 float scol[3] = {0, 0, 0};
nuclear@54 109
nuclear@54 110 for(int i=0; i<scn->get_num_lights(); i++) {
nuclear@54 111 Vector3 lpos(scn->lights[i].pos);
nuclear@54 112 Vector3 ldir = lpos - sp.pos;
nuclear@54 113
nuclear@54 114 Ray shadowray;
nuclear@54 115 shadowray.origin[0] = sp.pos.x;
nuclear@54 116 shadowray.origin[1] = sp.pos.y;
nuclear@54 117 shadowray.origin[2] = sp.pos.z;
nuclear@54 118 shadowray.dir[0] = ldir.x;
nuclear@54 119 shadowray.dir[1] = ldir.y;
nuclear@54 120 shadowray.dir[2] = ldir.z;
nuclear@54 121
nuclear@54 122 if(!cast_shadows || !find_intersection(shadowray, scn, scn->kdtree, 0)) {
nuclear@54 123
nuclear@54 124 ldir.normalize();
nuclear@54 125
nuclear@54 126 Vector3 vdir = -raydir / RAY_MAG;
nuclear@54 127 Vector3 vref = reflect(vdir, norm);
nuclear@54 128
nuclear@54 129 float ndotl = dot(ldir, norm);
nuclear@54 130 float diff = MAX(ndotl, 0.0f);
nuclear@54 131
nuclear@54 132 dcol[0] += mat->kd[0] * diff;
nuclear@54 133 dcol[1] += mat->kd[1] * diff;
nuclear@54 134 dcol[2] += mat->kd[2] * diff;
nuclear@54 135
nuclear@54 136 float ldotvr = dot(ldir, vref);
nuclear@54 137 float spec = pow(MAX(ldotvr, 0.0f), mat->spow);
nuclear@54 138
nuclear@54 139 scol[0] += mat->ks[0] * spec;
nuclear@54 140 scol[1] += mat->ks[1] * spec;
nuclear@54 141 scol[2] += mat->ks[2] * spec;
nuclear@54 142 }
nuclear@54 143 }
nuclear@54 144
nuclear@54 145 float refl_color[3];
nuclear@54 146 refl_color[0] = mat->ks[0] * mat->kr;
nuclear@54 147 refl_color[1] = mat->ks[1] * mat->kr;
nuclear@54 148 refl_color[2] = mat->ks[2] * mat->kr;
nuclear@54 149
nuclear@54 150 energy *= (refl_color[0] + refl_color[1] + refl_color[2]) / 3.0;
nuclear@54 151 if(iter >= 0 && energy > MIN_ENERGY) {
nuclear@54 152 Vector3 rdir = reflect(-raydir, norm);
nuclear@54 153
nuclear@54 154 Ray refl;
nuclear@54 155 refl.origin[0] = sp.pos.x;
nuclear@54 156 refl.origin[1] = sp.pos.y;
nuclear@54 157 refl.origin[2] = sp.pos.z;
nuclear@54 158 refl.dir[0] = rdir.x;
nuclear@54 159 refl.dir[1] = rdir.y;
nuclear@54 160 refl.dir[2] = rdir.z;
nuclear@54 161
nuclear@54 162 float rcol[3];
nuclear@54 163 trace_ray(rcol, refl, iter - 1, energy);
nuclear@54 164 scol[0] += rcol[0] * mat->ks[0] * mat->kr;
nuclear@54 165 scol[1] += rcol[1] * mat->ks[1] * mat->kr;
nuclear@54 166 scol[2] += rcol[2] * mat->ks[2] * mat->kr;
nuclear@54 167 }
nuclear@54 168
nuclear@54 169 pixel[0] = dcol[0] + scol[0];
nuclear@54 170 pixel[1] = dcol[1] + scol[1];
nuclear@54 171 pixel[2] = dcol[2] + scol[2];
nuclear@54 172 }
nuclear@54 173
nuclear@54 174 static bool find_intersection(const Ray &ray, const Scene *scn, const KDNode *kd, SurfPoint *spret)
nuclear@54 175 {
nuclear@54 176 if(!ray_aabb_test(ray, kd->aabb)) {
nuclear@54 177 return false;
nuclear@54 178 }
nuclear@54 179
nuclear@54 180 SurfPoint sp, sptmp;
nuclear@54 181 if(!spret) {
nuclear@54 182 spret = &sptmp;
nuclear@54 183 }
nuclear@54 184
nuclear@54 185 spret->t = RAY_MAG;
nuclear@54 186 spret->face = 0;
nuclear@54 187
nuclear@54 188 if(kd->left) {
nuclear@54 189 assert(kd->right);
nuclear@54 190
nuclear@54 191 bool found = find_intersection(ray, scn, kd->left, spret);
nuclear@54 192 if(find_intersection(ray, scn, kd->right, &sp)) {
nuclear@54 193 if(!found || sp.t < spret->t) {
nuclear@54 194 *spret = sp;
nuclear@54 195 }
nuclear@54 196 found = true;
nuclear@54 197 }
nuclear@54 198 return found;
nuclear@54 199 }
nuclear@54 200
nuclear@54 201 const Face *faces = scn->get_face_buffer();
nuclear@54 202
nuclear@54 203 for(size_t i=0; i<kd->face_idx.size(); i++) {
nuclear@54 204 if(ray_triangle_test(ray, faces + kd->face_idx[i], &sp) && sp.t < spret->t) {
nuclear@54 205 *spret = sp;
nuclear@54 206 }
nuclear@54 207 }
nuclear@54 208 return spret->face != 0;
nuclear@54 209 }
nuclear@54 210
nuclear@54 211 static bool ray_aabb_test(const Ray &ray, const AABBox &aabb)
nuclear@54 212 {
nuclear@54 213 if(ray.origin[0] >= aabb.min[0] && ray.origin[1] >= aabb.min[1] && ray.origin[2] >= aabb.min[2] &&
nuclear@54 214 ray.origin[0] < aabb.max[0] && ray.origin[1] < aabb.max[1] && ray.origin[2] < aabb.max[2]) {
nuclear@54 215 return true;
nuclear@54 216 }
nuclear@54 217
nuclear@54 218 float bbox[][3] = {
nuclear@54 219 {aabb.min[0], aabb.min[1], aabb.min[2]},
nuclear@54 220 {aabb.max[0], aabb.max[1], aabb.max[2]}
nuclear@54 221 };
nuclear@54 222
nuclear@54 223 int xsign = (int)(ray.dir[0] < 0.0);
nuclear@54 224 float invdirx = 1.0 / ray.dir[0];
nuclear@54 225 float tmin = (bbox[xsign][0] - ray.origin[0]) * invdirx;
nuclear@54 226 float tmax = (bbox[1 - xsign][0] - ray.origin[0]) * invdirx;
nuclear@54 227
nuclear@54 228 int ysign = (int)(ray.dir[1] < 0.0);
nuclear@54 229 float invdiry = 1.0 / ray.dir[1];
nuclear@54 230 float tymin = (bbox[ysign][1] - ray.origin[1]) * invdiry;
nuclear@54 231 float tymax = (bbox[1 - ysign][1] - ray.origin[1]) * invdiry;
nuclear@54 232
nuclear@54 233 if(tmin > tymax || tymin > tmax) {
nuclear@54 234 return false;
nuclear@54 235 }
nuclear@54 236
nuclear@54 237 if(tymin > tmin) tmin = tymin;
nuclear@54 238 if(tymax < tmax) tmax = tymax;
nuclear@54 239
nuclear@54 240 int zsign = (int)(ray.dir[2] < 0.0);
nuclear@54 241 float invdirz = 1.0 / ray.dir[2];
nuclear@54 242 float tzmin = (bbox[zsign][2] - ray.origin[2]) * invdirz;
nuclear@54 243 float tzmax = (bbox[1 - zsign][2] - ray.origin[2]) * invdirz;
nuclear@54 244
nuclear@54 245 if(tmin > tzmax || tzmin > tmax) {
nuclear@54 246 return false;
nuclear@54 247 }
nuclear@54 248
nuclear@54 249 return tmin < 1.0 && tmax > 0.0;
nuclear@54 250
nuclear@54 251 }
nuclear@54 252
nuclear@54 253 static bool ray_triangle_test(const Ray &ray, const Face *face, SurfPoint *sp)
nuclear@54 254 {
nuclear@54 255 Vector3 origin = ray.origin;
nuclear@54 256 Vector3 dir = ray.dir;
nuclear@54 257 Vector3 norm = face->normal;
nuclear@54 258
nuclear@54 259 float ndotdir = dot(dir, norm);
nuclear@54 260
nuclear@54 261 if(fabs(ndotdir) <= EPSILON) {
nuclear@54 262 return false;
nuclear@54 263 }
nuclear@54 264
nuclear@54 265 Vector3 pt = face->v[0].pos;
nuclear@54 266 Vector3 vec = pt - origin;
nuclear@54 267
nuclear@54 268 float ndotvec = dot(norm, vec);
nuclear@54 269 float t = ndotvec / ndotdir;
nuclear@54 270
nuclear@54 271 if(t < EPSILON || t > 1.0) {
nuclear@54 272 return false;
nuclear@54 273 }
nuclear@54 274 pt = origin + dir * t;
nuclear@54 275
nuclear@54 276
nuclear@54 277 Vector3 bc = calc_bary(pt, face, norm);
nuclear@54 278 float bc_sum = bc.x + bc.y + bc.z;
nuclear@54 279
nuclear@54 280 if(bc_sum < 1.0 - EPSILON || bc_sum > 1.0 + EPSILON) {
nuclear@54 281 return false;
nuclear@54 282 }
nuclear@54 283
nuclear@54 284 Vector3 n0(face->v[0].normal);
nuclear@54 285 Vector3 n1(face->v[1].normal);
nuclear@54 286 Vector3 n2(face->v[2].normal);
nuclear@54 287
nuclear@54 288 sp->t = t;
nuclear@54 289 sp->pos = pt;
nuclear@54 290 sp->norm = n0 * bc.x + n1 * bc.y + n2 * bc.z;
nuclear@54 291 sp->norm.normalize();
nuclear@54 292 sp->face = face;
nuclear@54 293 return true;
nuclear@54 294 }
nuclear@54 295
nuclear@54 296 static Vector3 calc_bary(const Vector3 &pt, const Face *face, const Vector3 &norm)
nuclear@54 297 {
nuclear@54 298 Vector3 bc(0.0f, 0.0f, 0.0f);
nuclear@54 299
nuclear@54 300 Vector3 v1 = Vector3(face->v[1].pos) - Vector3(face->v[0].pos);
nuclear@54 301 Vector3 v2 = Vector3(face->v[2].pos) - Vector3(face->v[0].pos);
nuclear@54 302 Vector3 xv1v2 = cross(v1, v2);
nuclear@54 303
nuclear@54 304 float area = fabs(dot(xv1v2, norm)) * 0.5;
nuclear@54 305 if(area < EPSILON) {
nuclear@54 306 return bc;
nuclear@54 307 }
nuclear@54 308
nuclear@54 309 Vector3 pv0 = face->v[0].pos - pt;
nuclear@54 310 Vector3 pv1 = face->v[1].pos - pt;
nuclear@54 311 Vector3 pv2 = face->v[2].pos - pt;
nuclear@54 312
nuclear@54 313 // calculate the area of each sub-triangle
nuclear@54 314 Vector3 x12 = cross(pv1, pv2);
nuclear@54 315 Vector3 x20 = cross(pv2, pv0);
nuclear@54 316 Vector3 x01 = cross(pv0, pv1);
nuclear@54 317
nuclear@54 318 float a0 = fabs(dot(x12, norm)) * 0.5;
nuclear@54 319 float a1 = fabs(dot(x20, norm)) * 0.5;
nuclear@54 320 float a2 = fabs(dot(x01, norm)) * 0.5;
nuclear@54 321
nuclear@54 322 bc.x = a0 / area;
nuclear@54 323 bc.y = a1 / area;
nuclear@54 324 bc.z = a2 / area;
nuclear@54 325 return bc;
nuclear@54 326
nuclear@54 327 }
nuclear@54 328
nuclear@54 329 static void transform(float *res, const float *v, const float *xform)
nuclear@54 330 {
nuclear@54 331 float tmp[3];
nuclear@54 332 tmp[0] = v[0] * xform[0] + v[1] * xform[4] + v[2] * xform[8] + xform[12];
nuclear@54 333 tmp[1] = v[0] * xform[1] + v[1] * xform[5] + v[2] * xform[9] + xform[13];
nuclear@54 334 tmp[2] = v[0] * xform[2] + v[1] * xform[6] + v[2] * xform[10] + xform[14];
nuclear@54 335 memcpy(res, tmp, sizeof tmp);
nuclear@54 336 }
nuclear@54 337
nuclear@54 338 static void transform_ray(Ray *ray, const float *xform, const float *invtrans_xform)
nuclear@54 339 {
nuclear@54 340 transform(ray->origin, ray->origin, xform);
nuclear@54 341 transform(ray->dir, ray->dir, invtrans_xform);
nuclear@54 342 }