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Scene.cpp
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Scene.cpp
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#include <math.h>
#include "precomp.h"
#include "Scene.h"
#include "tiny_obj_loader.h" // 3-rd party Obj importer
// Add geometries
void Scene::add_geo(GeoPrimitive* object)
{
objects.push_back(object);
if (object->get_material()->isLight)
{
// Put light emitting objects into list, along with their potential importance
light_objects.push_back(object);
float light_power = object->get_material()->emission.power();
float light_area = object->get_area();
static_light_importance.push_back(light_power*light_area);
}
}
// Set Camera
void Scene::set_cam(Camera* camInput)
{
cam = camInput;
}
// Get Camera
Camera* Scene::get_cam()
{
return cam;
}
// Set EnvBall
void Scene::set_env_ball(EnvBall* envBall)
{
skySphere = envBall;
}
// Get EnvBall
EnvBall* Scene::get_env_ball() const
{
return skySphere;
}
// Add lights
void Scene::add_light(Light* lightInput)
{
lights.push_back(lightInput);
}
// Return Light count
int Scene::light_count()
{
// First check explicit lights, if so, we are in RayTracing, thus only report them
int explicitLight = (int)this->lights.size();
if (explicitLight > 0)
return explicitLight;
// Now check objects that are linked to Light emitting materials && in the scene
int ObjsLinkToLightMaterial = (int)this->light_objects.size();
return ObjsLinkToLightMaterial;
}
// Add Materials
void Scene::add_material(Material* mat)
{
this->materials.push_back(mat);
mat->scene = this;
if (mat->isLight)
this->light_materials.push_back(mat);
}
// Load *.obj file (triangles only)
void Scene::load_obj(std::string filePath, Material* mat, Point3D& objOrigin)
{
// This method uses TinyObjLoader
std::string errors;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
bool loaded = tinyobj::LoadObj(shapes, materials, errors, filePath.c_str());
if (!errors.empty())
{
std::cout << "Errors occur while loading Obj file: " << filePath << std::endl;
std::cerr << errors << std::endl;
return;
}
if (!loaded)
{
std::cerr << "Failed to load Obj file: " << filePath << ", abort.\n";
return;
}
std::cout << "Loading Obj file: " << filePath << ": ";
clock_t startTime = clock();
uint32_t counter = 0;
// For all mesh shapes:
for (vector<tinyobj::shape_t>::size_type m = 0; m < shapes.size(); ++m)
{
// For all faces(triangles) in each mesh
for (uint32_t i = 0; i < shapes[m].mesh.indices.size() / 3; ++i)
{
int index = shapes[m].mesh.indices[i * 3];
Point3D v0 = objOrigin + Point3D( shapes[m].mesh.positions[3 * index],
shapes[m].mesh.positions[3 * index + 1],
shapes[m].mesh.positions[3 * index + 2]);
index = shapes[m].mesh.indices[i * 3 + 1];
Point3D v1 = objOrigin + Point3D( shapes[m].mesh.positions[3 * index],
shapes[m].mesh.positions[3 * index + 1],
shapes[m].mesh.positions[3 * index + 2]);
index = shapes[m].mesh.indices[i * 3 + 2];
Point3D v2 = objOrigin + Point3D( shapes[m].mesh.positions[3 * index],
shapes[m].mesh.positions[3 * index + 1],
shapes[m].mesh.positions[3 * index + 2]);
Triangle* triangle = new Triangle(v0, v1, v2);
triangle->set_material(mat);
this->add_geo(triangle);
counter++;
}
}
clock_t finishTime = clock();
uint32_t duration = finishTime - startTime;
std::cout << counter << " triangles for "
<< shapes.size() << " mesh(es) loaded in "
<< duration << " ms." << std::endl;
}
// Clear scene, never called though
void Scene::clear()
{
// Clear all stuff, geo, lights and set cam to Null
objects.clear();
lights.clear();
cam = NULL;
}
// Build BVH of the scene
void Scene::buildBVH()
{
bvhTree = BVH(objects);
bvhTree.scene = this;
}
// Build Visibility Cache
void Scene::buildVisCache()
{
clock_t cache_begin = clock();
/// Create VisCache candidates
// Create candidates from light
printf("\nGenerating cache candidates from light..");
for (int i = 0; i < CACHE_CAND_LIGHT; i++)
{
Point3D randomPointOnLight; Normal lightDir;
int lucky_light = random_light_index(static_light_importance);
randomPointOnLight = light_objects[lucky_light]->rand_pnt(randomPointOnLight);
lightDir = light_objects[lucky_light]->get_normal(randomPointOnLight);
ONB ONB_helper; ONB_helper.build_onb(lightDir);
Vector3D sampleDir = ONB_helper.local(random_cosine_direction()); sampleDir.normalize();
Ray randomRay = Ray(randomPointOnLight + EPSILON * sampleDir, sampleDir);
int depth = 0;
cache(randomRay, depth);
}
clock_t cache_end = clock();
float duration = (float)(cache_end - cache_begin);
int candLight = (int)visCacheCand.size();
printf(". done. in %f ms, got %d cache candidates\n", duration, candLight);
// create candidates from camera
printf("Generating cache candidates from camera..");
cache_begin = clock();
for (int i = 0; i < CACHE_CAND_EYE; i++)
{
int x = (int)(drand48()*SCRWIDTH);
int y = (int)(drand48()*SCRHEIGHT);
Ray randomRay = cam->ray(x, y);
int depth = 0;
cache(randomRay, depth);
}
cache_end = clock();
duration = (float)(cache_end - cache_begin);
int candEye = (int)visCacheCand.size() - candLight;
printf(". done. in %f ms, got %d cache candidates\n", duration, candEye);
/// Select from candidates, determine final cache points and build the grid
/// When inserting each cache point into the grid, render the paraboloid to shadowmap
// Determine cache grid info
int cand_size = (int)visCacheCand.size();
// Use the small one
int clamp_cache_num = cand_size < NUM_VIS_CACHE ? cand_size : NUM_VIS_CACHE;
visCache.worldBBox = bvhTree.worldBBox();
int principleAxis = visCache.worldBBox.principleAxis();
visCache.m_grid.delta = (visCache.worldBBox.dimMax(principleAxis) - visCache.worldBBox.dimMin(principleAxis)) / (VIS_GRID_SIZE-1);
visCache.m_grid.grid_dim[principleAxis] = VIS_GRID_SIZE;
// Init counter
visCache.m_grid.count = 0;
printf("Selecting %d from all %d candidates.\n", clamp_cache_num, cand_size);
for (int i = 0; i < 3; i++)
{
if (i != principleAxis)
{
float range = visCache.worldBBox.dimMax(i) - visCache.worldBBox.dimMin(i);
int dim = (int)(range / visCache.m_grid.delta);
visCache.m_grid.grid_dim[i] = dim;
}
}
visCache.m_grid.data = (voxel*)MALLOC64(visCache.m_grid.grid_dim[0] * visCache.m_grid.grid_dim[1] * visCache.m_grid.grid_dim[2] * sizeof(voxel));
memset(visCache.m_grid.data, 0, visCache.m_grid.grid_dim[0] * visCache.m_grid.grid_dim[1] * visCache.m_grid.grid_dim[2] * sizeof(voxel));
printf("Grid size: %d x %d x %d\n", visCache.m_grid.grid_dim[0], visCache.m_grid.grid_dim[1], visCache.m_grid.grid_dim[2]);
printf("Computing caches ");
// Now select from candidates
int done = 0;
cache_begin = clock();
while (done < clamp_cache_num)
{
int lucky_cand_id = (int)(drand48()*cand_size);
lucky_cand_id = lucky_cand_id == cand_size ? cand_size - 1 : lucky_cand_id;
VisCacheCAND lucky_cand = visCacheCand[lucky_cand_id];
int u, v, w, offset;
visCache.XYZ2UVW(lucky_cand.p, u, v, w);
offset = w * (visCache.m_grid.grid_dim[0] * visCache.m_grid.grid_dim[1]) + v * visCache.m_grid.grid_dim[0] + u;
// Case: no cache in voxel
if (visCache.m_grid.data[offset].cache_in_voxel == 0)
{
// Print progress
if (done % 400 == 0) printf(".");
VisCacheData* newCache = new VisCacheData();
// Render the cache
render_paraboloid(lucky_cand, newCache);
visCache.m_grid.data[offset].cache.push_back(newCache);
visCache.m_grid.data[offset].cache_in_voxel++;
visCache.m_grid.count++;
}
// Case: already cache in voxel
else if (visCache.m_grid.data[offset].cache_in_voxel < VIS_MAX_PT_VOX)
{
bool valuable = true;
for (int i = 0; i < visCache.m_grid.data[offset].cache_in_voxel; i++)
{
// Useless if existing cache have 'similar' Normal
if (lucky_cand.n * visCache.m_grid.data[offset].cache[i]->n > 0.0f)
{
valuable = false;
}
}
if (!valuable)
continue;
// Print progress
if (done % 400 == 0) printf(".");
VisCacheData* newCache = new VisCacheData();
// Render the cache
render_paraboloid(lucky_cand, newCache);
visCache.m_grid.data[offset].cache.push_back(newCache);
visCache.m_grid.data[offset].cache_in_voxel++;
visCache.m_grid.count++;
}
// Case: already 6 caches in voxel
else
{
continue;
}
done++;
}
cache_end = clock();
duration = (float)(cache_end - cache_begin);
printf(". done. in %f ms\n\n", duration);
}
// The recursive function to trace sample ray inside the scene
void Scene::cache(Ray& ray, int& depth)
{
if (depth >= RAYDEPTH*2) return;
if (!bvhTree.hit_check(ray)) return;
HitPoint bouncePoint;
if (!bvhTree.hit(ray, bouncePoint)) return;
// Only cache diffuse and microfacet surfaces
if (bouncePoint.material->get_type() == DIFFUSE ||
bouncePoint.material->get_type() == EXTENSION)
{
VisCacheCAND candidate;
candidate.p = bouncePoint.point;
candidate.n = bouncePoint.normal;
visCacheCand.push_back(candidate);
depth++;
}
Ray randomRay;
#if 1
// Use uniformly distributed random rays
ONB ONB_helper; ONB_helper.build_onb(bouncePoint.normal);
Vector3D sampleDir = ONB_helper.local(random_cosine_direction()); sampleDir.normalize();
randomRay = Ray(bouncePoint.point + EPSILON * sampleDir, sampleDir);
#else
// Use Material::scatter to generate new ray
RGBColor dummyColor; float dummyFloat;
bouncePoint.material->scatter(ray, bouncePoint, randomRay, dummyColor, dummyFloat);
#endif
// Continue the random walk
cache(randomRay, depth);
}
// Render the paraboloid
void Scene::render_paraboloid(const VisCacheCAND& cacheCAND, VisCacheData* cacheData)
{
//VisCacheData* cacheData = new VisCacheData;
cacheData->p = cacheCAND.p; cacheData->n = cacheCAND.n;
ONB ONB_helper; ONB_helper.build_onb(cacheData->n);
// Render the paraboloid into the 64x64 shadow map
for (int j = 0; j < VIS_CACHE_SM_SIZE; j++) for (int i = 0; i < VIS_CACHE_SM_SIZE; i++)
{
float x, y, z; UV2XYZ(i, j, x, y, z);
Vector3D dir(x, y, z); dir = ONB_helper.local(dir); dir.normalize();
Point3D origin = cacheData->p + EPSILON * dir;
Ray ray(origin, dir); HitPoint dummyHitPnt;
if (this->bvhTree.hit_check(ray))
this->bvhTree.hit(ray, dummyHitPnt);
cacheData->sm.value[j * VIS_CACHE_SM_SIZE + i] = ray.t;
}
//visCacheData.push_back(cacheData);
}
// Scene-Ray intersection
bool Scene::hit(Ray& ray) const
{
bool state = false;
for (vector<GeoPrimitive *>::size_type i = 0; i < this->objects.size(); i++)
{
if (this->objects.at(i)->get_AABB().hit(ray))
if (this->objects.at(i)->hit(ray))
state = true;
}
return state;
}
// Scene-Ray intersection, with color
bool Scene::hit(Ray& ray, RGBColor& color) const
{
bool state = false;
for (vector<GeoPrimitive *>::size_type i = 0; i < this->objects.size(); i++)
{
if (this->objects.at(i)->get_AABB().hit(ray))
if (this->objects.at(i)->hit(ray, color))
state = true;
}
return state;
}
// Scene-Ray intersection, with hit point
bool Scene::hit(Ray& ray, HitPoint& hitPoint) const
{
bool state = false;
for (vector<GeoPrimitive *>::size_type i = 0; i < this->objects.size(); i++)
{
if (this->objects.at(i)->get_AABB().hit(ray))
if (this->objects.at(i)->hit(ray, hitPoint))
{
// If there is any lights, use them
if (this->lights.size() > 0)
{
hitPoint.reset_light();
for (vector<Light*>::size_type j = 0; j < this->lights.size(); j++)
{
Vector3D direction = this->lights.at(j)->get_position() - hitPoint.point;
float ray_t = direction.length(); direction.normalize();
// Move the shadow ray start point a bit along its direction
Point3D startPoint = hitPoint.point + EPSILON * direction;
Ray shadowRay(startPoint, direction);
shadowRay.t = ray_t;
if (shadowRay * hitPoint.normal > 0.0f){
if (!this->hit(shadowRay))
{
hitPoint.intensity_light += shadowRay * hitPoint.normal * this->lights.at(j)->get_fullIntensity();
hitPoint.color_light += shadowRay * hitPoint.normal * this->lights.at(j)->get_fullIntensity() * this->lights.at(j)->get_color();
}}
}
}
state = true;
}
}
return state;
}
// Fast hit check, with bounding boxes
bool Scene::hit2(Ray& ray) const
{
for (vector<GeoPrimitive *>::size_type i = 0; i < this->objects.size(); i++)
{
if (this->objects.at(i)->get_AABB().hit(ray))
return true;
}
return false;
}
// Scene-Ray intersection, with hit point. This function is for shadowRay-MIRROR intersection
bool Scene::hit2(Ray& ray, HitPoint& hitPoint) const
{
bool state = false;
for (vector<GeoPrimitive *>::size_type i = 0; i < this->objects.size(); i++)
{
if (this->objects.at(i)->get_AABB().hit(ray))
if (this->objects.at(i)->hit(ray, hitPoint))
state = true;
}
return state;
}
// Get the EnvBall color
RGBColor Scene::get_env_color(const Ray& ray) const
{
uint32_t u, v;
// Map direction to uv coordinates
u = uint32_t(this->get_env_ball()->get_w() * (0.5f + invTWO_PI * atan2(ray.d.z, ray.d.x)));
v = uint32_t(this->get_env_ball()->get_h() * (0.5f - invPI * asinf(ray.d.y)));
return this->get_env_ball()->get_color(u, v);
}