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raytracer.cpp
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raytracer.cpp
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// [header]
// A very basic raytracer example.
// [/header]
// [compile]
// c++ -o raytracer -O3 -Wall raytracer.cpp
// [/compile]
// [ignore]
// Copyright (C) 2012 www.scratchapixel.com
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
// [/ignore]
#ifdef __cplusplus
#include <cstdlib>
#include <cstdio>
#include <cmath>
#include <fstream>
#include <iostream>
#include <cassert>
#include <limits.h>
#else
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <stdbool.h>
#include <string.h>
#include <limits.h>
#endif
#define WIDTH (1280)
#define HEIGHT (720)
//#define WIDTH (16)
//#define HEIGHT (8)
#define PRECISION (1024)
#define PRECISION_SQRT (32)
#define VEC3_xyz(X, Y, Z) ((Vec3) { .x = X, .y = Y, .z = Z })
#define VEC3_x(X) VEC3_xyz(X, X, X)
#define VEC3 VEC3_x(0)
typedef struct Vec3 {
int x, y, z;
} Vec3;
Vec3 image[WIDTH * HEIGHT];
int sqrtint(int x) {
if (x <= 0) {
return 0;
}
unsigned val = x;
unsigned a, b;
if (val < 2)
return val; /* avoid div/0 */
a = PRECISION; /* starting point is relatively unimportant */
b = val / a;
a = (a + b) / 2;
b = val / a;
a = (a + b) / 2;
b = val / a;
a = (a + b) / 2;
b = val / a;
a = (a + b) / 2;
return a;
// return sqrt(x);
}
void vec_print(Vec3 v) { printf("%d, %d, %d\n", v.x, v.y, v.z); }
int vec_dot_unscaled(Vec3 a, Vec3 b) {
return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
}
Vec3 vec_divide(Vec3 v, int s) {
v.x /= s;
v.y /= s;
v.z /= s;
return v;
}
int vec_dot(Vec3 a, Vec3 b) {
const int m = INT_MAX >> 18;
const int n = -(INT_MAX >> 18);
int scale = 0;
int sign = 1;
while (a.x > m || a.y > m || a.z > m || a.x < n || a.y < n || a.z < n) {
a = vec_divide(a, PRECISION);
scale++;
}
while (b.x > m || b.y > m || b.z > m || b.x < n || b.y < n || b.z < n) {
b = vec_divide(b, PRECISION);
scale++;
}
int y = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
sign = y < 0 ? -1 : 1;
if (scale) {
while (--scale) {
y = y * PRECISION;
}
} else {
y = y / PRECISION;
}
if ((y > 0 && sign < 0) || (y < 0 && sign > 0))
printf("SA\n");
return y;
}
int vec_length2(Vec3 v) { return vec_dot(v, v); }
int vec_length(Vec3 v) { return sqrtint(vec_length2(v)); }
Vec3 vec_scale(Vec3 v, int s) {
v.x *= s;
v.y *= s;
v.z *= s;
return v;
}
Vec3 vec_abs(Vec3 v) {
v.x = v.x < 0 ? -v.x : v.x;
v.y = v.y < 0 ? -v.y : v.y;
v.z = v.z < 0 ? -v.z : v.z;
return v;
}
Vec3 vec_add(Vec3 a, Vec3 b) {
return (Vec3) { .x = a.x + b.x, .y = a.y + b.y, .z = a.z + b.z };
}
Vec3 vec_subtract(Vec3 a, Vec3 b) {
return (Vec3) { .x = a.x - b.x, .y = a.y - b.y, .z = a.z - b.z };
}
Vec3 vec_negate(Vec3 v) {
return (Vec3) { .x = -v.x, .y = -v.y, .z = -v.z };
}
Vec3 vec_multiply(Vec3 a, Vec3 b) {
return (Vec3) { .x = a.x * b.x, .y = a.y * b.y, .z = a.z * b.z };
}
Vec3 vec_normalize2(Vec3 v) {
// vec_print(v);
int nor2 = vec_length2(v);
if (nor2 > 0) {
int nor = sqrtint(nor2);
v = vec_divide(vec_scale(v, PRECISION_SQRT), nor);
// printf("Normalize v %d %d %d, nor2 %d, nor %d\n", v.x, v.y, v.z, nor2,
// nor);
}
return v;
}
Vec3 vec_normalize(Vec3 v) {
// vec_print(v);
// Check how much we should scale the values
if (vec_length2(v) < 0) {
// Overflow
int nor2 = vec_length2(vec_divide(v, PRECISION));
if (nor2 > 0) {
int nor = sqrtint(nor2 * PRECISION);
v = vec_divide(v, nor);
} else {
printf("OVER1\n");
}
} else if (vec_length2(v) > (INT_MAX / PRECISION / 4)) {
int nor2 = vec_length2(v);
if (nor2 > 0) {
int nor = sqrtint(nor2);
v = vec_divide(vec_scale(v, PRECISION_SQRT), nor);
} else {
printf("OVER2\n");
}
} else if (vec_length2(v) > (INT_MAX / PRECISION / PRECISION / 4)) {
int nor2 = vec_dot_unscaled(v, v);
if (nor2 > 0) {
int nor = sqrtint(nor2);
v = vec_divide(vec_scale(v, PRECISION), nor);
// printf("Normalize v %d %d %d, nor2 %d, nor %d\n", v.x, v.y, v.z, nor2,
// nor);
} else {
printf("OVER3\n");
}
} else {
int nor2 = vec_dot_unscaled(v, v) * PRECISION;
if (nor2 > 0) {
int nor = sqrtint(nor2);
v = vec_divide(vec_scale(v, PRECISION * PRECISION_SQRT), nor);
} else {
printf("OVER4\n");
}
}
return v;
}
typedef struct Sphere {
Vec3 center; /// position of the sphere
int radius, radius2; /// sphere radius and radius^2
Vec3 surfaceColor, emissionColor; /// surface color and emission (light)
int transparency, reflection; /// surface transparency and reflectivity
} Sphere;
// Compute a ray-sphere intersection using the geometric solution
bool intersect(const Sphere sphere, const Vec3 rayorig, const Vec3 raydir,
int *t0, int *t1) {
// vec_print(sphere.center);
// vec_print(raydir);
Vec3 l = vec_subtract(sphere.center, rayorig);
int tca = vec_dot(l, raydir);
// printf("l %d %d %d, tca %d\n", l.x, l.y, l.z, tca);
if (tca < 0)
return false;
int tca2 = tca * tca;
int d2 = vec_length2(l) - tca2 / PRECISION;
if ((vec_length2(l) < 0) || (tca > (INT_MAX >> 16))) {
// printf("neg\n");
d2 = vec_dot_unscaled(vec_divide(l, PRECISION), vec_divide(l, PRECISION)) -
(tca / PRECISION) * (tca / PRECISION);
d2 *= PRECISION;
} else {
// printf("skaf %d\n", tca2);
}
// printf("d2 %d\n", d2);
if (d2 > sphere.radius2)
return false;
int thc2 = sphere.radius2 - d2;
int thc;
if (thc2 < 0) {
thc2 = sphere.radius2 / PRECISION - d2 / PRECISION;
if (thc2 < 0) {
// printf("WTF %d %d %d\n", tca, d2, sphere.radius2);
}
thc = sqrtint(thc2) * PRECISION;
} else if ((thc2 > INT_MAX / PRECISION / 4) ||
(thc2 < INT_MIN / PRECISION / 4)) {
thc = sqrtint(thc2) * PRECISION_SQRT;
} else if ((thc2 > INT_MAX / PRECISION / PRECISION / 4) ||
(thc2 < INT_MIN / PRECISION / PRECISION / 4)) {
thc = sqrtint(thc2 * PRECISION);
} else if ((thc2 > INT_MAX / PRECISION / PRECISION / PRECISION / 4) ||
(thc2 < INT_MIN / PRECISION / PRECISION / PRECISION / 4)) {
thc = sqrtint(thc2 * PRECISION * PRECISION) / PRECISION_SQRT;
} else {
thc = sqrtint(thc2 * PRECISION * PRECISION * PRECISION) / PRECISION;
}
*t0 = tca - thc;
*t1 = tca + thc;
// printf("thc %d, t0 %d, t1 %d\n", thc, *t0, *t1);
return true;
}
//[comment]
// This variable controls the maximum recursion depth
//[/comment]
#define MAX_RAY_DEPTH 5
int mix(const int a, const int b, const int mix) {
return b * mix + a * (1 - mix);
}
//[comment]
// This is the main trace function. It takes a ray as argument (defined by its
// origin
// and direction). We test if this ray intersects any of the geometry in the
// scene.
// If the ray intersects an object, we compute the intersection point, the
// normal
// at the intersection point, and shade this point using this information.
// Shading depends on the surface property (is it transparent, reflective,
// diffuse).
// The function returns a color for the ray. If the ray intersects an object
// that
// is the color of the object at the intersection point, otherwise it returns
// the background color.
//[/comment]
Vec3 trace(const Vec3 rayorig, const Vec3 raydir, const Sphere *spheres,
const unsigned num_spheres, const int depth) {
// if (raydir.length() != 1) std::cerr << "Error " << raydir << std::endl;
int tnear = INT_MAX;
int sphere_idx = -1;
const Sphere *sphere = NULL;
// find intersection of this ray with the sphere in the scene
for (unsigned i = 0; i < num_spheres; ++i) {
int t0 = INT_MAX, t1 = INT_MAX;
// printf("Check for sphere %d\n", i);
if (intersect(spheres[i], rayorig, raydir, &t0, &t1)) {
if (t0 == t1) {
printf("HOP\n");
return VEC3_xyz(255, 0, 0);
}
if (t0 < 0)
t0 = t1;
if (t0 < tnear) {
tnear = t0;
sphere = &spheres[i];
sphere_idx = i;
}
}
}
// printf("Hit sphere %d\n\n", sphere_idx);
// if there's no intersection return black or background color
if (!sphere)
return VEC3_x(200);
// color of the ray/surfaceof the object intersected by the ray
Vec3 surfaceColor = VEC3;
// point of intersection
Vec3 phit = vec_add(rayorig, vec_divide(vec_scale(raydir, tnear), PRECISION));
// normal at the intersection point
Vec3 nhit = vec_subtract(phit, sphere->center);
// normalize normal direction
nhit = vec_normalize(nhit);
// If the normal and the view direction are not opposite to each other
// reverse the normal direction. That also means we are inside the sphere so
// set
// the inside bool to true. Finally reverse the sign of IdotN which we want
// positive.
int bias =
PRECISION / 2; // add some bias to the point from which we will be tracing
bool inside = false;
if (vec_dot(raydir, nhit) > 0) {
nhit = vec_negate(nhit);
inside = true;
return VEC3_xyz(255, 0, 0);
}
if ((sphere->transparency > 0 || sphere->reflection > 0) &&
depth < MAX_RAY_DEPTH) {
int facingratio = -vec_dot(raydir, nhit) / PRECISION;
// change the mix value to tweak the effect
int fresneleffect = mix(pow(PRECISION - facingratio, 3),
0.8 * (PRECISION * PRECISION * PRECISION), 0.2) /
(PRECISION * PRECISION);
// compute reflection direction (not need to normalize because all vectors
// are already normalized)
Vec3 refldir =
vec_subtract(raydir, vec_scale(nhit, 2 * vec_dot(raydir, nhit) /
PRECISION / PRECISION));
refldir = vec_normalize(refldir);
Vec3 reflection = trace(vec_add(phit, vec_divide(nhit, bias)), refldir,
spheres, num_spheres, depth + 1);
Vec3 refraction = VEC3;
// if the sphere is also transparent compute refraction ray (transmission)
if (sphere->transparency) {
int ior = 1.1;
int eta =
(inside) ? ior : 1 / ior; // are we inside or outside the surface?
int cosi = -vec_dot(nhit, raydir) / PRECISION;
int k = (PRECISION * PRECISION) -
eta * eta * ((PRECISION * PRECISION) - cosi * cosi);
Vec3 refrdir =
vec_add(vec_scale(raydir, eta),
vec_scale(nhit, (eta * cosi - sqrtint(k)) / PRECISION));
refrdir = vec_normalize(refrdir);
refraction = trace(vec_subtract(phit, vec_divide(nhit, bias)), refrdir,
spheres, num_spheres, depth + 1);
}
// the result is a mix of reflection and refraction (if the sphere is
// transparent)
surfaceColor = vec_multiply(
vec_add(vec_scale(reflection, fresneleffect * sphere->reflection),
vec_scale(refraction,
(PRECISION - fresneleffect) * sphere->transparency)),
sphere->surfaceColor);
surfaceColor =
vec_scale(surfaceColor, 1.0 / 256 / PRECISION); // Divide by 256
} else {
// it's a diffuse object, no need to raytrace any further
for (unsigned i = 0; i < num_spheres; ++i) {
if (spheres[i].emissionColor.x > 0) {
// this is a light
int transmission = 1;
Vec3 lightDirection = vec_subtract(spheres[i].center, phit);
lightDirection = vec_normalize(lightDirection);
for (unsigned j = 0; j < num_spheres; ++j) {
if (i != j) {
int t0, t1;
if (intersect(spheres[j], vec_add(phit, vec_divide(nhit, bias)),
lightDirection, &t0, &t1)) {
transmission = 0;
break;
}
}
}
int dot = vec_dot(nhit, lightDirection);
if ((dot > 0 && vec_dot_unscaled(nhit, lightDirection) < 0) ||
(dot < 0 && vec_dot_unscaled(nhit, lightDirection) > 0)) {
printf("KAJ %d %d\n", dot, vec_dot_unscaled(nhit, lightDirection));
vec_print(nhit);
vec_print(lightDirection);
dot = vec_dot_unscaled(nhit, lightDirection);
return VEC3_xyz(0, 255, 0);
}
if (dot > 0) {
transmission *= dot;
Vec3 tmp = vec_scale(sphere->surfaceColor, transmission);
tmp = vec_multiply(tmp, spheres[i].emissionColor);
tmp = vec_divide(tmp, 1); // Divide by 256
surfaceColor = vec_add(tmp, surfaceColor);
// surfaceColor = sphere->surfaceColor;
} else {
// surfaceColor = VEC3_x(128);
}
// surfaceColor = VEC3_x(dot*256/PRECISION);
}
}
// surfaceColor = VEC3_x(PRECISION*256*32*sphere_idx);
}
return vec_divide(vec_add(surfaceColor, sphere->emissionColor),
PRECISION * 256);
}
//[comment]
// Main rendering function. We compute a camera ray for each pixel of the image
// trace it and return a color. If the ray hits a sphere, we return the color of
// the
// sphere at the intersection point, else we return the background color.
//[/comment]
void render(const Sphere *spheres, unsigned num_spheres) {
Vec3 *pixel = image;
// Trace rays
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
Vec3 raydir = VEC3_xyz(-WIDTH / 2 + x, HEIGHT / 2 - y, -WIDTH * 1);
raydir = vec_scale(raydir, 1280 / WIDTH);
raydir = vec_normalize(raydir);
// printf("Check pixel %04d, raydir %d %d %d\n", x + y * WIDTH, raydir.x,
// raydir.y, raydir.z);
pixel[x + y * WIDTH] = trace(VEC3_x(0), raydir, spheres, num_spheres, 0);
}
}
// Save result to a PPM image (keep these flags if you compile under Windows)
FILE *fptr;
fptr = fopen("./untitled.ppm", "wb");
fprintf(fptr, "P6\n%d %d\n255\n", WIDTH, HEIGHT);
for (unsigned i = 0; i < WIDTH * HEIGHT; ++i) {
unsigned char x = image[i].x > 255 ? 255 : (unsigned char)(image[i].x);
unsigned char y = image[i].y > 255 ? 255 : (unsigned char)(image[i].y);
unsigned char z = image[i].z > 255 ? 255 : (unsigned char)(image[i].z);
fprintf(fptr, "%c%c%c", x, y, z);
}
fclose(fptr);
}
//[comment]
// In the main function, we will create the scene which is composed of 5 spheres
// and 1 light (which is also a sphere). Then, once the scene description is
// complete
// we render that scene, by calling the render() function.
//[/comment]
int main(int argc, char **argv) {
const unsigned num_spheres = 7;
Sphere spheres[num_spheres];
// position, radius, surface color, reflectivity, transparency, emission color
spheres[0] = (Sphere) { .center = VEC3_xyz(0, -1004, 0),
.radius = 1000,
.radius2 = 1000 * 1000,
.surfaceColor = VEC3_xyz(80, 80, 80),
.emissionColor = VEC3,
.transparency = 0,
.reflection = 0 };
spheres[1] = (Sphere) { .center = VEC3_xyz(0, 0, -20),
.radius = 4,
.radius2 = 4 * 4,
.surfaceColor = VEC3_xyz(87, 117, 144),
.emissionColor = VEC3,
.transparency = 0,
.reflection = 0 };
spheres[2] = (Sphere) { .center = VEC3_xyz(5, -1, -15),
.radius = 2,
.radius2 = 2 * 2,
.surfaceColor = VEC3_xyz(249, 199, 79),
.emissionColor = VEC3,
.transparency = 0,
.reflection = 0 };
spheres[3] = (Sphere) { .center = VEC3_xyz(5, 0, -25),
.radius = 3,
.radius2 = 3 * 3,
.surfaceColor = VEC3_xyz(144, 190, 109),
.emissionColor = VEC3,
.transparency = 0,
.reflection = 0 };
spheres[4] = (Sphere) { .center = VEC3_xyz(-5, 0, -15),
.radius = 3,
.radius2 = 3 * 3,
.surfaceColor = VEC3_xyz(255, 255, 255),
.emissionColor = VEC3,
.transparency = 0,
.reflection = 0 };
// light
spheres[5] = (Sphere) { .center = VEC3_xyz(30, 40, -5),
.radius = 1,
.radius2 = 1 * 1,
.surfaceColor = VEC3_xyz(0, 0, 0),
.emissionColor = VEC3_x(255),
.transparency = 0,
.reflection = 0 };
spheres[6] = (Sphere) { .center = VEC3_xyz(-20, 60, 50),
.radius = 1,
.radius2 = 1 * 1,
.surfaceColor = VEC3_xyz(0, 0, 0),
.emissionColor = VEC3_x(255),
.transparency = 0,
.reflection = 0 };
for (unsigned i = 0; i < num_spheres; ++i) {
spheres[i].center = vec_scale(spheres[i].center, PRECISION);
spheres[i].radius = spheres[i].radius * PRECISION;
spheres[i].radius2 = spheres[i].radius2 * PRECISION;
}
render(spheres, num_spheres);
return 0;
}