rendering-in-cgi/Assignments/Assignment1/Application1.cpp

219 lines
7.4 KiB
C++

#include "Application1.h"
#include "helper.hpp"
#include "lights/light.h"
#include "math/vec3fa.h"
#include "random_sampler.hpp"
#include "ray.hpp"
#include "sampling.hpp"
void Application1::initScene() {
Data_Constructor(&data, 1, 8);
/* select scene here */
standardScene();
// veachScene();
}
void Application1::standardScene() {
FileName file = workingDir + FileName("Framework/scenes/cornell_box.obj");
/* set default camera */
camera.from = Vec3fa(278, 273, -800);
camera.to = Vec3fa(278, 273, 0);
Ref<SceneGraph::GroupNode> sceneGraph = loadOBJ(file, false).cast<SceneGraph::GroupNode>();
auto light = new SceneGraph::QuadLightMesh(Vec3fa(343.0, 548.0, 227.0), Vec3fa(213.0, 548.0, 332.0),
Vec3fa(343.0, 548.0, 332.0),
Vec3fa(213.0, 548.0, 227.0), Vec3fa(100, 100, 100));
sceneGraph->add(light);
Ref<SceneGraph::GroupNode> flattened_scene = SceneGraph::flatten(sceneGraph, SceneGraph::INSTANCING_NONE);
Scene* scene = new Scene;
scene->add(flattened_scene);
sceneGraph = nullptr;
flattened_scene = nullptr;
auto renderScene = new RenderScene(g_device, scene);
g_render_scene = renderScene;
data.scene = renderScene;
scene = nullptr;
}
void Application1::veachScene() {
FileName file = workingDir + FileName("Framework/scenes/veach.obj");
/* set default camera */
camera.from = Vec3fa(1050, 185, 275);
camera.to = Vec3fa(255, 273, 271);
camera.fov = 60;
Ref<SceneGraph::GroupNode> sceneGraph = loadOBJ(file, false).cast<SceneGraph::GroupNode>();
auto light = new SceneGraph::QuadLightMesh(Vec3fa(549.6, 0.0, 559.2), Vec3fa(0.0, 548.8, 559.2),
Vec3fa(0.0, 0.0, 559.2), Vec3fa(556.0, 548.8, 559.2),
Vec3fa(10, 10, 10));
sceneGraph->add(light);
Ref<SceneGraph::GroupNode> flattened_scene = SceneGraph::flatten(sceneGraph, SceneGraph::INSTANCING_NONE);
Scene* scene = new Scene;
scene->add(flattened_scene);
sceneGraph = nullptr;
flattened_scene = nullptr;
auto renderScene = new RenderScene(g_device, scene);
g_render_scene = renderScene;
data.scene = renderScene;
scene = nullptr;
}
Vec3fa Application1::renderPixel(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSampler& sampler) {
if (selected == 0) {
return renderPixelOrig(x, y, camera, stats, sampler);
} else if (selected == 1) {
return renderPixelPathTracer(x, y, camera, stats, sampler);
} else {
return Vec3fa(0.0f);
}
}
Vec3fa Application1::renderPixelPathTracer(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSampler& sampler) {
/* radiance accumulator and weight */
Vec3fa L = Vec3fa(0.0f);
Vec3fa Lw = Vec3fa(1.0f);
/* initialize ray */
Ray ray(Vec3fa(camera.xfm.p), Vec3fa(normalize(x * camera.xfm.l.vx + y * camera.xfm.l.vy + camera.xfm.l.vz)), 0.0f,
inf);
for (int i = 0; i < ray_depth; i++) {
/* intersect ray with scene */
RTCIntersectArguments iargs;
rtcInitIntersectArguments(&iargs);
iargs.feature_mask = RTC_FEATURE_FLAG_TRIANGLE;
rtcIntersect1(data.g_scene, RTCRayHit_(ray), &iargs);
RayStats_addRay(stats);
const Vec3fa wo = neg(ray.dir);
/* shade pixels */
if (ray.geomID == RTC_INVALID_GEOMETRY_ID) {
break;
}
Vec3fa Ns = normalize(ray.Ng);
Sample sample;
sample.P = ray.org + ray.tfar * ray.dir;
sample.Ng = ray.Ng;
sample.Ns = Ns;
int matId = data.scene->geometries[ray.geomID]->materialID;
unsigned lightID = data.scene->geometries[ray.geomID]->lightID;
sample.Ng = face_forward(ray.dir, normalize(sample.Ng));
sample.Ns = face_forward(ray.dir, normalize(sample.Ns));
if (lightID != unsigned(-1)) {
const Light* l = data.scene->lights[lightID];
Light_EvalRes evalRes = Lights_eval(l, sample, -wo);
L += Lw * evalRes.value;
break;
}
/* calculate BRDF */
BRDF brdf;
std::vector<Material *> material_array = data.scene->materials;
Material__preprocess(material_array, matId, brdf, wo, sample);
/* sample BRDF at hit point */
Vec2f uv = RandomSampler_get2D(sampler);
Sample3f wi = cosineSampleHemisphere(uv.x, uv.y, sample.Ng);
Vec3fa diffuse = Material__eval(material_array, matId, brdf, wo, sample, wi.v);
Lw *= M_PI * diffuse;
ray = Ray(sample.P,wi.v,0.1,inf);
}
return L;
}
/* task that renders a single screen tile */
Vec3fa Application1::renderPixelOrig(float x, float y, const ISPCCamera& camera, RayStats& stats, RandomSampler& sampler) {
/* radiance accumulator and weight */
Vec3fa L = Vec3fa(0.0f);
Vec3fa Lw = Vec3fa(1.0f);
/* initialize ray */
Ray ray(Vec3fa(camera.xfm.p), Vec3fa(normalize(x * camera.xfm.l.vx + y * camera.xfm.l.vy + camera.xfm.l.vz)), 0.0f,
inf);
/* intersect ray with scene */
RTCIntersectArguments iargs;
rtcInitIntersectArguments(&iargs);
iargs.feature_mask = RTC_FEATURE_FLAG_TRIANGLE;
rtcIntersect1(data.g_scene, RTCRayHit_(ray), &iargs);
RayStats_addRay(stats);
const Vec3fa wo = neg(ray.dir);
/* shade pixels */
if (ray.geomID != RTC_INVALID_GEOMETRY_ID) {
Vec3fa Ns = normalize(ray.Ng);
Sample sample;
sample.P = ray.org + ray.tfar * ray.dir;
sample.Ng = ray.Ng;
sample.Ns = Ns;
unsigned matId = data.scene->geometries[ray.geomID]->materialID;
unsigned lightID = data.scene->geometries[ray.geomID]->lightID;
if (lightID != unsigned(-1)) {
const Light* l = data.scene->lights[lightID];
Light_EvalRes evalRes = Lights_eval(l, sample, -wo);
L += evalRes.value;
} else {
sample.Ng = face_forward(ray.dir, normalize(sample.Ng));
sample.Ns = face_forward(ray.dir, normalize(sample.Ns));
/* calculate BRDF */
BRDF brdf;
std::vector<Material *> material_array = data.scene->materials;
Material__preprocess(material_array, matId, brdf, wo, sample);
/* sample BRDF at hit point */
// Sample3f wi1;
// Material__sample(material_array, matId, brdf, Lw, wo, sample, wi1, RandomSampler_get2D(sampler));
int id = (int)(RandomSampler_get1D(sampler) * data.scene->lights.size());
if (id == data.scene->lights.size())
id = data.scene->lights.size() - 1;
const Light* l = data.scene->lights[id];
Light_SampleRes ls = Lights_sample(l, sample, RandomSampler_get2D(sampler));
Vec3fa diffuse = Material__eval(material_array, matId, brdf, wo, sample, ls.dir);
/* initialize shadow ray */
Ray shadow(sample.P, ls.dir, 0.001f, ls.dist, 0.0f);
/* trace shadow ray */
RTCOccludedArguments sargs;
rtcInitOccludedArguments(&sargs);
sargs.feature_mask = RTC_FEATURE_FLAG_TRIANGLE;
rtcOccluded1(data.g_scene, RTCRay_(shadow), &sargs);
RayStats_addShadowRay(stats);
/* add light contribution if not occluded */
if (shadow.tfar >= 0.0f) {
L += diffuse * ls.weight;
}
}
}
return L;
}