#include "renderengine.hpp" #include "../pixel.hpp" #include "../util/threadpool.hpp" #include "../definitions/materials/material.hpp" #include "../definitions/materials/texture.hpp" #include "../definitions/materials/random.hpp" #include "../definitions/primatives/primative.hpp" #include "../definitions/camera.hpp" #include "../definitions/scene.hpp" #include "../definitions/ray.hpp" #include "../display/displayinterface.hpp" #include "../display/framebuffer.hpp" #include "../engine/renderengine.hpp" #include "../engine/progressiverenderer.hpp" static glm::vec3 Black{ 0.0f, 0.0f, 0.0f }; static glm::vec3 White{ 1.0f, 1.0f, 1.0f }; static glm::vec3 Red { 1.0f, 0.2f, 0.2f }; static glm::vec3 Green{ 0.2f, 1.0f, 0.2f }; static glm::vec3 Blue { 0.2f, 0.2f, 1.0f }; void workerThread(RenderThreadPool* threadpool, ProgressiveRenderer* renderer, int idd, int yStart, int yRange) { while (!renderer->Ready && !threadpool->Ready) { static std::chrono::milliseconds dura(10); std::this_thread::sleep_for(dura); } while (renderer->Ready && threadpool->Ready) { for (int y = yStart; y < yStart + yRange; y++) for (int x = 0; x < renderer->m_scene->w; x++) { Ray ray = {}; if (renderer->MXAA) ray = renderer->m_scene->camera->CastRay(x, y, rand01(), rand01()); else ray = renderer->m_scene->camera->CastRay(x, y); int depth = 0; glm::vec3 col = renderer->m_engine->GetColour(ray, depth); if (renderer->m_engine->Mode == MODE_RENDER_NORMALS || renderer->m_engine->Mode == MODE_RENDER_PATH_LENGTH) { threadpool->ThreadFrameBuffer->SetPixelSafe(x, y, col, (int)renderer->m_engine->Mode); } else if (renderer->m_engine->Mode == MODE_RENDER_PATH_BOUNCES) { col.r = depth; col.g = depth / 3.0f; col.b = depth / 3.0f; threadpool->ThreadFrameBuffer->AddPixelSafe(x, y, col, (int)renderer->m_engine->Mode); } else { threadpool->ThreadFrameBuffer->AddPixelSafe(x, y, col, (int)renderer->m_engine->Mode); } } threadpool->ThreadStatus[idd] = true; while (threadpool->ThreadStatus[idd]) { static std::chrono::nanoseconds dura(1); std::this_thread::sleep_for(dura); } } } RenderEngine::RenderEngine() { } void RenderEngine::SetScene(Scene* scene) { m_scene = scene; } glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) { if (depth > 5) return { 0.0f, 0.0f, 0.0f }; float t = INFINITY; Primative* hit = nullptr; bool didhit = TraceRayScene(ray, m_scene, t, hit); if (!didhit) { if (depth > 0) { return m_scene->SampleSky(ray) * 0.2f; } return m_scene->SampleSky(ray); } glm::vec3 hitPoint = ray.origin + ray.direction * t; glm::vec3 normal = hit->Normal(hitPoint); if (Mode == MODE_RENDER_NORMALS) { return GetNormalColour(normal); } if (Mode == MODE_RENDER_PATH_LENGTH) { if (t > 255.0f) t = 255.0f; return { (float)t, (float)t, (float)t }; } glm::vec3 colour = hit->material->Colour; //if (hit->type == TYPE_PLANE) { // glm::vec2 uv = hit->TexCoords(hitPoint); // float angle = fastDegreetoRadian(.0f); // float s = uv.x * cos(angle) - uv.y * sin(angle); // float t = uv.y * cos(angle) + uv.x * sin(angle); // float S = 0.4f; float T = 0.4f; // float pattern = (modulo(s * S) < 0.5f) ^ (modulo(t * T) < 0.5f); // colour.r = pattern; colour.g = pattern; colour.b = pattern; //} if (hit->material->Emissive) return (colour * hit->material->Emittance); glm::vec3 direction = hit->material->Bounce(ray.direction, normal); Ray newRay{ hitPoint, direction }; // Prevent acne if (glm::dot(newRay.direction, normal) < 0.0f) { newRay.origin = ray.origin + ray.direction * t - normal * EPSILON; } else { newRay.origin = ray.origin + ray.direction * t + normal * EPSILON; } depth++; return GetColour(newRay, depth) * colour; } void RenderEngine::PostProcess(glm::vec3* src, glm::vec3* dst, int w, int h) { if (Mode == MODE_RENDER_NORMALS || Mode == MODE_RENDER_PATH_LENGTH) { SPP = 0; for (int y = 0; y < h; y++) for (int x = 0; x < w; x++) { dst[y * w + x] = src[y * w + x]; } return; } if (Mode == MODE_RENDER_PATH_BOUNCES) { SPP = 0; SPPDepth++; for (int y = 0; y < h; y++) for (int x = 0; x < w; x++) { dst[y * w + x] = src[y * w + x] / (float)SPPDepth; } return; } SPP++; for (int y = 0; y < h; y++) for (int x = 0; x < w; x++) { dst[y * w + x] = src[y * w + x] / (float)SPP; } } glm::vec3 RenderEngine::GetNormalColour(glm::vec3 normal) { return ((normal + 1.0f) * 127.5f) / 255.0f; }