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renderingb
| Author | SHA1 | Date | |
|---|---|---|---|
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35c8a71102 |
2
makefile
2
makefile
@@ -34,7 +34,7 @@ endif
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CXXFLAGS = $(BASE_CXXFLAGS) $(SIMD_CXXFLAGS)
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# Source files
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SRC := $(SRC_DIR)/ptest.cpp
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SRC := $(SRC_DIR)/materialtest.cpp
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#SRC := $(SRC_DIR)/g2chromatic2.cpp
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SRC += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SRC += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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@@ -10,6 +10,9 @@
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#include "../util/grid/grid3eigen.hpp"
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#include "../util/output/frame.hpp"
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#include "../util/output/bmpwriter.hpp"
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#include "../util/output/aviwriter.hpp"
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#include "../util/timing_decorator.hpp"
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#include "../util/timing_decorator.cpp"
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// Helper function to create a solid volume of voxels with material properties
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void createBox(Octree<int>& octree, const Eigen::Vector3f& center, const Eigen::Vector3f& size,
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@@ -123,11 +126,16 @@ int main() {
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octree.generateLODs();
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octree.printStats();
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// 3. Setup rendering loop
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// 3. Setup video rendering
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int width = 512;
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int height = 512;
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int samples = 400;
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int bounces = 5;
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// --- Video Animation Parameters ---
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const float fps = 30.0f;
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const float durationPerSegment = 10.0f; // Seconds to travel between each view
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const int framesPerSegment = static_cast<int>(fps * durationPerSegment);
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const int video_samples = 100; // Samples per pixel for each video frame
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const int video_bounces = 5; // Ray bounces for each video frame
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struct View {
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std::string name;
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@@ -135,61 +143,65 @@ int main() {
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Eigen::Vector3f up;
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};
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// The walls are set perfectly at +/- 7.0 inner edges.
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// Placing camera at +/- 6.8 will put it "just barely inside".
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// Floor is at Z = -0.5, Wall top is at Z = 7.5
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// Define the keyframe camera views for the animation
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std::vector<View> views = {
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{"+X", Eigen::Vector3f( 6.8f, 0.0f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"-X", Eigen::Vector3f(-6.8f, 0.0f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"+Y", Eigen::Vector3f( 0.0f, 6.8f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"-Y", Eigen::Vector3f( 0.0f, -6.8f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"+Z", Eigen::Vector3f( 0.0f, 0.0f, 7.3f), Eigen::Vector3f(0.0f, 1.0f, 0.0f)} // Looking down from just beneath wall top
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{"+X", Eigen::Vector3f( 6.8f, 0.0f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"+Y", Eigen::Vector3f( 0.0f, 6.8f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"-X", Eigen::Vector3f(-6.8f, 0.0f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)},
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{"+Z", Eigen::Vector3f( 0.0f, 0.0f, 7.3f), Eigen::Vector3f(0.0f, 1.0f, 0.0f)} // Top-down view
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};
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Eigen::Vector3f target(0.0f, 0.0f, 0.5f);
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Eigen::Vector3f target(0.0f, 0.0f, 0.5f); // The camera will always look at this point
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for (const auto& view : views) {
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std::cout << "\nRendering view from " << view.name << " direction (Fast Pass)..." << std::endl;
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Camera cam;
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cam.origin = view.origin;
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cam.direction = (target - view.origin).normalized();
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cam.up = view.up;
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frame out = octree.fastRenderFrame(cam, height, width, frame::colormap::RGB);
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std::string filename = "output/fast/render_" + view.name + ".bmp";
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BMPWriter::saveBMP(filename, out);
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}
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for (const auto& view : views) {
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std::cout << "\nRendering view from " << view.name << " direction (Medium 60s Pass)..." << std::endl;
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Camera cam;
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cam.origin = view.origin;
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cam.direction = (target - view.origin).normalized();
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cam.up = view.up;
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frame out = octree.renderFrameTimed(cam, height, width, frame::colormap::RGB, 60, bounces, false, true);
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std::string filename = "output/medium/render_" + view.name + ".bmp";
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BMPWriter::saveBMP(filename, out);
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}
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for (const auto& view : views) {
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std::cout << "\nRendering view from " << view.name << " direction (Slow 400 Samples Pass)..." << std::endl;
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Camera cam;
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cam.origin = view.origin;
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cam.direction = (target - view.origin).normalized();
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cam.up = view.up;
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frame out = octree.renderFrame(cam, height, width, frame::colormap::RGB, samples, bounces, false, true);
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std::string filename = "output/slow/render_" + view.name + ".bmp";
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BMPWriter::saveBMP(filename, out);
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// --- Main Animation and Rendering Loop ---
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std::vector<frame> videoFrames;
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const int totalFrames = framesPerSegment * views.size();
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videoFrames.reserve(totalFrames);
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int frameCounter = 0;
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std::cout << "\nStarting video render..." << std::endl;
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std::cout << "Total frames to render: " << totalFrames << std::endl;
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for (size_t i = 0; i < views.size(); ++i) {
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const View& startView = views[i];
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const View& endView = views[(i + 1) % views.size()]; // Loop back to the first view at the end
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std::cout << "\nAnimating segment: " << startView.name << " -> " << endView.name << std::endl;
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for (int j = 0; j < framesPerSegment; ++j) {
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frameCounter++;
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float t = static_cast<float>(j) / static_cast<float>(framesPerSegment);
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// Interpolate camera position (origin) linearly
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Eigen::Vector3f currentOrigin = startView.origin * (1.0f - t) + endView.origin * t;
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// Interpolate camera orientation (up vector) and normalize
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Eigen::Vector3f currentUp = (startView.up * (1.0f - t) + endView.up * t).normalized();
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Camera cam;
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cam.origin = currentOrigin;
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cam.up = currentUp;
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cam.direction = (target - cam.origin).normalized();
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std::cout << "Rendering video frame " << frameCounter << "/" << totalFrames << "..." << std::endl;
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frame out = octree.renderFrame(cam, height, width, frame::colormap::RGB, video_samples, video_bounces, false, true);
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videoFrames.push_back(std::move(out)); // Use std::move for efficiency
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}
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}
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std::cout << "\nAll renders complete!" << std::endl;
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// --- Save the final video ---
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std::cout << "\nAll frames rendered. Saving video file..." << std::endl;
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std::string videoFilename = "output/material_test_video.avi";
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if (AVIWriter::saveAVIFromCompressedFrames(videoFilename, std::move(videoFrames), width, height, fps)) {
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std::cout << "Video saved successfully to " << videoFilename << std::endl;
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} else {
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std::cerr << "Error: Failed to save video!" << std::endl;
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}
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std::cout << "\nRender complete!" << std::endl;
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return 0;
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}
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@@ -71,14 +71,39 @@ public:
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bool active;
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bool visible;
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// --- NEW ACCUMULATION FIELDS ---
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Eigen::Vector3f accumColorSum; // Sum of all samples currently in the "bucket"
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float accumWeight; // Current number of samples in the "bucket"
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int lastUpdateFrame; // Frame number this node was last hit
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mutable std::mutex lightMutex; // Thread safety
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// -------------------------------
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NodeData(const T& data, const PointType& pos, bool visible, IndexType colorIdx, float size = 0.01f,
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bool active = true, int objectId = -1, int subId = 0, IndexType materialIdx = 0)
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: data(data), position(pos), objectId(objectId), subId(subId), size(size),
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colorIdx(colorIdx), materialIdx(materialIdx), active(active), visible(visible) {}
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colorIdx(colorIdx), materialIdx(materialIdx), active(active), visible(visible),
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accumColorSum(Eigen::Vector3f::Zero()), accumWeight(0.0f), lastUpdateFrame(-1) {}
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NodeData() : objectId(-1), subId(0), size(0.0f), colorIdx(0), materialIdx(0),
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active(false), visible(false) {}
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active(false), visible(false),
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accumColorSum(Eigen::Vector3f::Zero()), accumWeight(0.0f), lastUpdateFrame(-1) {}
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// Manual copy constructor needed because std::mutex is not copyable
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NodeData(const NodeData& other) {
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data = other.data;
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position = other.position;
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objectId = other.objectId;
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subId = other.subId;
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size = other.size;
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colorIdx = other.colorIdx;
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materialIdx = other.materialIdx;
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active = other.active;
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visible = other.visible;
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accumColorSum = Eigen::Vector3f::Zero();
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accumWeight = 0.0f;
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lastUpdateFrame = -1;
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}
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PointType getHalfSize() const {
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return PointType(size * 0.5f, size * 0.5f, size * 0.5f);
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}
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@@ -127,6 +152,11 @@ private:
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Eigen::Vector3f skylight_ = {0.1f, 0.1f, 0.1f};
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Eigen::Vector3f backgroundColor_ = {0.53f, 0.81f, 0.92f};
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// Parallel Lightmap (Sun) settings
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Eigen::Vector3f sunDirection_ = {0.0f, 1.0f, 0.0f}; // Default straight up
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Eigen::Vector3f sunColor_ = {1.0f, 1.0f, 0.9f};
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float sunIntensity_ = 1.0f; // 0.0 = disabled
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// Addressable Maps
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std::unique_ptr<std::mutex> mapMutex_;
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@@ -139,6 +169,9 @@ private:
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std::map<std::pair<int, int>, std::shared_ptr<Mesh>> meshCache_;
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std::set<std::pair<int, int>> dirtyMeshes_;
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int nextSubIdGenerator_ = 1;
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// Temporal Coherence
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int frameCount_ = 0;
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public:
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inline IndexType getColorIndex(const Eigen::Vector3f& color) {
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@@ -254,11 +287,6 @@ private:
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uint8_t getOctant(const PointType& point, const PointType& center) const {
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return (point[0] >= center[0]) | ((point[1] >= center[1]) << 1) | ((point[2] >= center[2]) << 2);
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// uint8_t octant = 0;
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// if (point[0] >= center[0]) octant |= 1;
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// if (point[1] >= center[1]) octant |= 2;
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// if (point[2] >= center[2]) octant |= 4;
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// return octant;
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}
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BoundingBox createChildBounds(const OctreeNode* node, uint8_t octant) const {
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@@ -677,26 +705,52 @@ private:
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int maxBounces, bool globalIllumination, bool useLod) {
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if (bounces > maxBounces) return globalIllumination ? skylight_ : Eigen::Vector3f::Zero();
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auto hit = voxelTraverse(rayOrig, rayDir, std::numeric_limits<float>::max(), useLod);
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PointType currOrig = rayOrig;
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std::shared_ptr<NodeData> hit = nullptr;
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PointType hitPoint;
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PointType normal;
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float t = 0.0f;
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// Loop to skip internal boundaries of transmissive objects
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int safety = 0;
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while(safety++ < 5000) {
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hit = voxelTraverse(currOrig, rayDir, std::numeric_limits<float>::max(), useLod);
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if (!hit) break;
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Ray ray(currOrig, rayDir);
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rayCubeIntersect(ray, hit.get(), t, normal, hitPoint);
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Material objMat = getMaterial(hit->materialIdx);
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if (objMat.transmission > 0.0f && rayDir.dot(normal) > 0.0f) {
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float coordMax = hitPoint.cwiseAbs().maxCoeff();
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float rayOffset = std::max(1e-4f, 1e-5f * coordMax);
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PointType checkPos = hitPoint + rayDir * (rayOffset * 2.0f);
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auto nextNode = find(checkPos);
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if (nextNode && nextNode->active && nextNode->materialIdx == hit->materialIdx) {
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currOrig = checkPos;
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continue;
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}
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}
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break;
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}
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if (!hit) {
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if (bounces == 0) return backgroundColor_;
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return globalIllumination ? skylight_ : Eigen::Vector3f::Zero();
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}
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auto obj = hit;
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PointType hitPoint;
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PointType normal;
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float t = 0.0f;
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Ray ray(rayOrig, rayDir);
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rayCubeIntersect(ray, obj.get(), t, normal, hitPoint);
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Eigen::Vector3f calculatedColor = Eigen::Vector3f::Zero();
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Eigen::Vector3f objColor = getColor(obj->colorIdx);
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Material objMat = getMaterial(obj->materialIdx);
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Eigen::Vector3f finalColor = globalIllumination ? skylight_ : Eigen::Vector3f::Zero();
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Eigen::Vector3f lighting = globalIllumination ? skylight_ : Eigen::Vector3f::Zero();
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if (objMat.emittance > 0.0f) {
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finalColor += objColor * objMat.emittance;
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lighting += objColor * objMat.emittance;
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}
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float roughness = std::clamp(objMat.roughness, 0.01f, 1.0f);
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@@ -714,6 +768,36 @@ private:
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Eigen::Vector3f F0 = Eigen::Vector3f::Constant(0.04f);
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F0 = F0 * (1.0f - metallic) + objColor * metallic;
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if (sunIntensity_ > 0.0f) {
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PointType L = sunDirection_.normalized();
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PointType shadowOrig = hitPoint + n_eff * rayOffset;
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auto shadowHit = voxelTraverse(shadowOrig, L, std::numeric_limits<float>::max(), useLod);
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if (!shadowHit) {
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float NdotL = std::max(0.001f, n_eff.dot(L));
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PointType H_sun = (V + L).normalized();
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float VdotH_sun = std::max(0.001f, V.dot(H_sun));
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float NdotH_sun = std::max(0.001f, n_eff.dot(H_sun));
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Eigen::Vector3f F_sun = F0 + (Eigen::Vector3f::Constant(1.0f) - F0) * std::pow(std::max(0.0f, 1.0f - VdotH_sun), 5.0f);
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float alpha2 = roughness * roughness * roughness * roughness;
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float denom = (NdotH_sun * NdotH_sun * (alpha2 - 1.0f) + 1.0f);
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float D = alpha2 / (M_PI * denom * denom);
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float k = (roughness + 1.0f) * (roughness + 1.0f) / 8.0f;
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float G = (NdotL / (NdotL * (1.0f - k) + k)) * (cosThetaI / (cosThetaI * (1.0f - k) + k));
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Eigen::Vector3f spec = (F_sun * D * G) / (4.0f * NdotL * cosThetaI + EPSILON);
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Eigen::Vector3f kD = (Eigen::Vector3f::Constant(1.0f) - F_sun) * (1.0f - metallic);
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Eigen::Vector3f diff = kD.cwiseProduct(objColor) / M_PI;
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lighting += (diff + spec).cwiseProduct(sunColor_) * sunIntensity_ * NdotL;
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}
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}
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PointType H = sampleGGX(n_eff, roughness, rngState);
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float VdotH = std::max(0.001f, V.dot(H));
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@@ -780,22 +864,74 @@ private:
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secondColor = W_second.cwiseProduct(traceRay(secondOrigin, secondDir, bounces + 1, rngState, maxBounces, globalIllumination, useLod));
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}
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return finalColor + specColor + secondColor;
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calculatedColor = lighting + specColor + secondColor;
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} else {
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float totalLum = lumSpec + lumSecond;
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if (totalLum < 0.0001f) return finalColor;
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float pSpec = lumSpec / totalLum;
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float roll = float(rand_r(&rngState)) / float(RAND_MAX);
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if (roll < pSpec) {
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Eigen::Vector3f sample = traceRay(hitPoint + n_eff * rayOffset, specDir, bounces + 1, rngState, maxBounces, globalIllumination, useLod);
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return finalColor + (W_spec / std::max(EPSILON, pSpec)).cwiseProduct(sample);
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} else {
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Eigen::Vector3f sample = traceRay(secondOrigin, secondDir, bounces + 1, rngState, maxBounces, globalIllumination, useLod);
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return finalColor + (W_second / std::max(EPSILON, 1.0f - pSpec)).cwiseProduct(sample);
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if (totalLum < 0.0001f) calculatedColor = lighting;
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else {
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float pSpec = lumSpec / totalLum;
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float roll = float(rand_r(&rngState)) / float(RAND_MAX);
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if (roll < pSpec) {
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Eigen::Vector3f sample = traceRay(hitPoint + n_eff * rayOffset, specDir, bounces + 1, rngState, maxBounces, globalIllumination, useLod);
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calculatedColor = lighting + (W_spec / std::max(EPSILON, pSpec)).cwiseProduct(sample);
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} else {
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Eigen::Vector3f sample = traceRay(secondOrigin, secondDir, bounces + 1, rngState, maxBounces, globalIllumination, useLod);
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calculatedColor = lighting + (W_second / std::max(EPSILON, 1.0f - pSpec)).cwiseProduct(sample);
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}
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}
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}
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std::lock_guard<std::mutex> lock(obj->lightMutex);
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// 1. Calculate Capacity based on Material Properties
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// How many frames do we keep in the "bucket" before removing the oldest?
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float capacity = 60.0f; // Base capacity (e.g. Diffuse surfaces)
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// REFLECTIONS: Fade out VERY fast (low capacity) to prevent ghosting on moving objects
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// If it's metallic and smooth, we might only keep the last 2-5 frames.
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float reflectionIntensity = metallic * (1.0f - roughness);
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if (reflectionIntensity > 0.0f) {
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// Reduces capacity down to a minimum of 2.0 frames for perfect mirrors
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capacity = std::max(2.0f, capacity * (1.0f - reflectionIntensity));
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}
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// REFRACTIONS: Keep longer (high capacity) to stabilize noise
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if (transmission > 0.0f) {
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capacity += transmission * 40.0f;
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}
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// 2. Handle Time Gaps (Age Limit)
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// If this node wasn't hit last frame, the object or camera moved.
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// Decay aggressively.
|
||||
if (obj->lastUpdateFrame != -1) {
|
||||
int framesMissed = frameCount_ - obj->lastUpdateFrame;
|
||||
if (framesMissed > 1) {
|
||||
// Divide accumulated weight by 2 for every missed frame
|
||||
float decay = std::pow(0.5f, (float)framesMissed);
|
||||
obj->accumColorSum *= decay;
|
||||
obj->accumWeight *= decay;
|
||||
}
|
||||
}
|
||||
|
||||
// 3. The "Leaky Bucket" Eviction
|
||||
// If the bucket is full (weight >= capacity), we "pour out" the average old value
|
||||
// before adding the new one.
|
||||
if (obj->accumWeight >= capacity) {
|
||||
// Scale down the sum and weight so that adding 1.0 brings it back to capacity
|
||||
float keepRatio = (capacity - 1.0f) / obj->accumWeight;
|
||||
obj->accumColorSum *= keepRatio;
|
||||
obj->accumWeight *= keepRatio;
|
||||
}
|
||||
|
||||
// 4. Accumulate
|
||||
obj->accumColorSum += calculatedColor;
|
||||
obj->accumWeight += 1.0f;
|
||||
obj->lastUpdateFrame = frameCount_;
|
||||
|
||||
// 5. Return the Average
|
||||
// This average represents the last 'capacity' frames moving average
|
||||
return obj->accumColorSum / obj->accumWeight;
|
||||
}
|
||||
|
||||
void clearNode(OctreeNode* node) {
|
||||
@@ -923,6 +1059,7 @@ private:
|
||||
writeVal(out, pt->size);
|
||||
writeVal(out, pt->colorIdx);
|
||||
writeVal(out, pt->materialIdx);
|
||||
// accumulatedLight is transient cache, do not serialize
|
||||
}
|
||||
|
||||
if (!node->isLeaf) {
|
||||
@@ -964,6 +1101,8 @@ private:
|
||||
readVal(in, pt->size);
|
||||
readVal(in, pt->colorIdx);
|
||||
readVal(in, pt->materialIdx);
|
||||
pt->accumulatedLight = Eigen::Vector3f::Zero(); // Initialize clean
|
||||
pt->lastUpdateFrame = -1;
|
||||
node->points.push_back(pt);
|
||||
}
|
||||
|
||||
@@ -1244,7 +1383,7 @@ private:
|
||||
}
|
||||
}
|
||||
|
||||
if (totalWeight > 1e-6) {
|
||||
if (totalWeight > EPSILON) {
|
||||
return {density, accumulatedColor / totalWeight};
|
||||
}
|
||||
|
||||
@@ -1311,6 +1450,12 @@ public:
|
||||
return backgroundColor_;
|
||||
}
|
||||
|
||||
void setSun(const Eigen::Vector3f& direction, const Eigen::Vector3f& color, float intensity) {
|
||||
sunDirection_ = direction.normalized();
|
||||
sunColor_ = color;
|
||||
sunIntensity_ = intensity;
|
||||
}
|
||||
|
||||
void setLODFalloff(float rate) { lodFalloffRate_ = rate; }
|
||||
void setLODMinDistance(float dist) { lodMinDistance_ = dist; }
|
||||
void setMaxDistance(float dist) { maxDistance_ = dist; }
|
||||
@@ -1353,6 +1498,10 @@ public:
|
||||
writeVec3(out, skylight_);
|
||||
writeVec3(out, backgroundColor_);
|
||||
|
||||
writeVec3(out, sunDirection_);
|
||||
writeVec3(out, sunColor_);
|
||||
writeVal(out, sunIntensity_);
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(*mapMutex_);
|
||||
size_t cMapSize = colorMap_.size();
|
||||
@@ -1400,6 +1549,10 @@ public:
|
||||
readVec3(in, skylight_);
|
||||
readVec3(in, backgroundColor_);
|
||||
|
||||
readVec3(in, sunDirection_);
|
||||
readVec3(in, sunColor_);
|
||||
readVal(in, sunIntensity_);
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(*mapMutex_);
|
||||
colorMap_.clear();
|
||||
@@ -1659,6 +1812,7 @@ public:
|
||||
|
||||
frame renderFrame(const Camera& cam, int height, int width, frame::colormap colorformat = frame::colormap::RGB, int samplesPerPixel = 2,
|
||||
int maxBounces = 4, bool globalIllumination = false, bool useLod = true) {
|
||||
frameCount_++; // Advance time
|
||||
generateLODs();
|
||||
PointType origin = cam.origin;
|
||||
PointType dir = cam.direction.normalized();
|
||||
@@ -1680,7 +1834,7 @@ public:
|
||||
for (int y = 0; y < height; ++y) {
|
||||
for (int x = 0; x < width; ++x) {
|
||||
int pidx = (y * width + x);
|
||||
uint32_t seed = pidx * 1973 + 9277;
|
||||
uint32_t seed = pidx * 1973 + 9277 + frameCount_ * 12345;
|
||||
int idx = pidx * channels;
|
||||
|
||||
float px = (2.0f * (x + 0.5f) / width - 1.0f) * tanfovx;
|
||||
@@ -1724,6 +1878,7 @@ public:
|
||||
|
||||
frame fastRenderFrame(const Camera& cam, int height, int width, frame::colormap colorformat = frame::colormap::RGB) {
|
||||
//TIME_FUNCTION;
|
||||
frameCount_++;
|
||||
generateLODs();
|
||||
PointType origin = cam.origin;
|
||||
PointType dir = cam.direction.normalized();
|
||||
@@ -1740,7 +1895,7 @@ public:
|
||||
const float tanfovy = tanHalfFov;
|
||||
const float tanfovx = tanHalfFov * aspect;
|
||||
|
||||
const PointType globalLightDir = (-cam.direction * 0.2f).normalized();
|
||||
const PointType globalLightDir = sunDirection_.normalized();
|
||||
const float fogStart = 1000.0f;
|
||||
const float minVisibility = 0.2f;
|
||||
|
||||
@@ -1772,9 +1927,12 @@ public:
|
||||
if (objMat.emittance > 0.0f) {
|
||||
color = color * objMat.emittance;
|
||||
} else {
|
||||
// Use Sun Direction for quick shading
|
||||
float diffuse = std::max(0.0f, normal.dot(globalLightDir));
|
||||
float ambient = 0.35f;
|
||||
float intensity = std::min(1.0f, ambient + diffuse * 0.65f);
|
||||
if (sunIntensity_ > 0.0f) intensity = std::min(1.0f, ambient + diffuse * sunIntensity_);
|
||||
|
||||
color = color * intensity;
|
||||
}
|
||||
|
||||
@@ -1798,6 +1956,7 @@ public:
|
||||
frame renderFrameTimed(const Camera& cam, int height, int width, frame::colormap colorformat = frame::colormap::RGB,
|
||||
double maxTimeSeconds = 0.16, int maxBounces = 4, bool globalIllumination = false, bool useLod = true) {
|
||||
auto startTime = std::chrono::high_resolution_clock::now();
|
||||
frameCount_++;
|
||||
|
||||
generateLODs();
|
||||
PointType origin = cam.origin;
|
||||
@@ -1816,7 +1975,7 @@ public:
|
||||
const float tanfovy = tanHalfFov;
|
||||
const float tanfovx = tanHalfFov * aspect;
|
||||
|
||||
const PointType globalLightDir = (-cam.direction * 0.2f).normalized();
|
||||
const PointType globalLightDir = sunDirection_.normalized();
|
||||
const float fogStart = 1000.0f;
|
||||
const float minVisibility = 0.2f;
|
||||
|
||||
@@ -1850,6 +2009,7 @@ public:
|
||||
float diffuse = std::max(0.0f, normal.dot(globalLightDir));
|
||||
float ambient = 0.35f;
|
||||
float intensity = std::min(1.0f, ambient + diffuse * 0.65f);
|
||||
if (sunIntensity_ > 0.0f) intensity = std::min(1.0f, ambient + diffuse * sunIntensity_);
|
||||
color = color * intensity;
|
||||
}
|
||||
|
||||
@@ -1910,7 +2070,7 @@ public:
|
||||
rayDir.normalize();
|
||||
|
||||
uint32_t pass = currentOffset / totalPixels;
|
||||
uint32_t seed = pidx * 1973 + pass * 12345 + localSeed;
|
||||
uint32_t seed = pidx * 1973 + pass * 12345 + localSeed + frameCount_ * 777;
|
||||
|
||||
Eigen::Vector3f pbrColor = traceRay(origin, rayDir, 0, seed, maxBounces, globalIllumination, useLod);
|
||||
|
||||
@@ -2279,7 +2439,8 @@ public:
|
||||
}
|
||||
|
||||
size = 0;
|
||||
frameCount_ = 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
Reference in New Issue
Block a user