Move tracer objects into modules

This commit is contained in:
hodasemi 2019-03-20 15:56:29 +01:00
parent 44715eea21
commit 99ad9ea260
5 changed files with 232 additions and 153 deletions

65
src/aabb.rs Normal file
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@ -0,0 +1,65 @@
use cgmath::{Vector3, Zero};
use super::ray::Ray;
pub struct AABB {
pub bounds: [Vector3<f32>; 2],
pub start_index: usize,
pub end_index: usize,
}
impl AABB {
pub fn new() -> AABB {
AABB {
bounds: [Vector3::zero(), Vector3::zero()],
start_index: 0,
end_index: 0,
}
}
pub fn intersect(&self, ray: &Ray) -> bool {
let mut tmin = (self.bounds[ray.signs.x].x - ray.origin.x) * ray.inv_direction.x;
let mut tmax = (self.bounds[1 - ray.signs.x].x - ray.origin.x) * ray.inv_direction.x;
let tymin = (self.bounds[ray.signs.y].y - ray.origin.y) * ray.inv_direction.y;
let tymax = (self.bounds[1 - ray.signs.y].y - ray.origin.y) * ray.inv_direction.y;
if tmin > tymax || tymin > tmax {
return false;
}
if tymin > tmin {
tmin = tymin;
}
if tymax < tmax {
tmax = tymax;
}
let tzmin = (self.bounds[ray.signs.z].z - ray.origin.z) * ray.inv_direction.z;
let tzmax = (self.bounds[1 - ray.signs.z].z - ray.origin.z) * ray.inv_direction.z;
if tmin > tzmax || tzmin > tmax {
return false;
}
if tzmin > tmin {
tmin = tzmin;
}
if tzmax < tmax {
tmax = tzmax;
}
let mut t = tmin;
if t < 0.0 {
t = tmax;
if t < 0.0 {
return false;
}
}
true
}
}

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@ -1,115 +1,21 @@
use cgmath::prelude::*; use cgmath::{vec3, Vector3};
use cgmath::{vec3, vec4, InnerSpace, Matrix4, Point3, Vector3, Zero};
use image::ImageBuffer; use image::ImageBuffer;
use utilities::prelude::*; use utilities::prelude::*;
use std::f32::{consts::PI as M_PI, MAX, MIN}; use std::f32::{MAX, MIN};
struct Triangle { mod triangle;
points: [Vector3<f32>; 3], use triangle::Triangle;
}
impl Triangle { mod aabb;
pub fn new(v0: Vector3<f32>, v1: Vector3<f32>, v2: Vector3<f32>) -> Triangle { use aabb::AABB;
Triangle {
points: [v0, v1, v2],
}
}
}
struct View { mod ray;
position: Vector3<f32>, use ray::Ray;
look_at: Vector3<f32>,
fov: f32,
}
struct Ray { mod view;
origin: Vector3<f32>, use view::View;
direction: Vector3<f32>,
inv_direction: Vector3<f32>,
signs: Vector3<usize>,
}
impl Ray {
pub fn new(origin: Vector3<f32>, direction: Vector3<f32>) -> Ray {
let inv_direction = 1.0 / direction;
let x = (inv_direction.x < 0.0) as usize;
let y = (inv_direction.y < 0.0) as usize;
let z = (inv_direction.z < 0.0) as usize;
Ray {
origin,
direction,
inv_direction,
signs: Vector3::new(x, y, z),
}
}
}
struct AABB {
bounds: [Vector3<f32>; 2],
start_index: usize,
end_index: usize,
}
impl AABB {
fn new() -> AABB {
AABB {
bounds: [Vector3::zero(), Vector3::zero()],
start_index: 0,
end_index: 0,
}
}
fn intersect(&self, ray: &Ray) -> bool {
let mut tmin = (self.bounds[ray.signs.x].x - ray.origin.x) * ray.inv_direction.x;
let mut tmax = (self.bounds[1 - ray.signs.x].x - ray.origin.x) * ray.inv_direction.x;
let tymin = (self.bounds[ray.signs.y].y - ray.origin.y) * ray.inv_direction.y;
let tymax = (self.bounds[1 - ray.signs.y].y - ray.origin.y) * ray.inv_direction.y;
if tmin > tymax || tymin > tmax {
return false;
}
if tymin > tmin {
tmin = tymin;
}
if tymax < tmax {
tmax = tymax;
}
let tzmin = (self.bounds[ray.signs.z].z - ray.origin.z) * ray.inv_direction.z;
let tzmax = (self.bounds[1 - ray.signs.z].z - ray.origin.z) * ray.inv_direction.z;
if tmin > tzmax || tzmin > tmax {
return false;
}
if tzmin > tmin {
tmin = tzmin;
}
if tzmax < tmax {
tmax = tzmax;
}
let mut t = tmin;
if t < 0.0 {
t = tmax;
if t < 0.0 {
return false;
}
}
true
}
}
fn main() { fn main() {
let input_data = [Triangle::new( let input_data = [Triangle::new(
@ -121,6 +27,7 @@ fn main() {
let view = View { let view = View {
position: vec3(0.0, -4.0, 4.0), position: vec3(0.0, -4.0, 4.0),
look_at: vec3(0.0, 0.0, 0.0), look_at: vec3(0.0, 0.0, 0.0),
up: vec3(0.0, 0.0, 1.0),
fov: 45.0, fov: 45.0,
}; };
@ -131,33 +38,65 @@ fn f_to_u(color: f32) -> u8 {
((color * 255.0) / 1.0) as u8 ((color * 255.0) / 1.0) as u8
} }
/*
fn calculate_ray(x: u32, y: u32, dim_x: u32, dim_y: u32, view: &View) -> Ray { fn calculate_ray(x: u32, y: u32, dim_x: u32, dim_y: u32, view: &View) -> Ray {
let aspect_ratio = dim_x as f32 / dim_y as f32; let aspect_ratio = dim_x as f32 / dim_y as f32;
let fov = view.fov / 180.0 * M_PI * 2.0; let fov = view.fov / M_PI * 2.0 / 180.0;
let p_x = (1.0 - 2.0 * ((x as f32 + 0.5) / dim_x as f32)) * fov * aspect_ratio; let p_x = (1.0 - 2.0 * ((x as f32 + 0.5) / dim_x as f32)) * fov * aspect_ratio;
let p_y = (2.0 * (((y) as f32 + 0.5) / dim_y as f32) - 1.0) * fov; let p_y = (2.0 * (((y) as f32 + 0.5) / dim_y as f32) - 1.0) * fov;
let camera_to_world = Matrix4::look_at( let look_at = Matrix4::look_at(
Point3::from_vec(view.position), Point3::from_vec(view.position),
Point3::from_vec(view.look_at), Point3::from_vec(view.look_at),
vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0),
) );
.invert()
.unwrap(); let test = look_at_test(view.position, view.look_at, vec3(0.0, 0.0, 1.0));
let camera_to_world = look_at.invert().unwrap();
let origin = camera_to_world * vec4(0.0, 0.0, 0.0, 1.0); let origin = camera_to_world * vec4(0.0, 0.0, 0.0, 1.0);
let direction = camera_to_world * vec4(p_x, p_y, -1.0, 1.0); let direction = camera_to_world * vec4(p_x, p_y, -1.0, 1.0);
Ray::new(origin.truncate(), -direction.truncate().normalize()) Ray::new(origin.truncate(), -direction.truncate().normalize())
} }
*/
/*
fn look_at_test(eye: Vector3<f32>, center: Vector3<f32>, up: Vector3<f32>) -> Matrix4<f32> {
let mut look_at_matrix = Matrix4::identity();
let forward = (eye - center).normalize();
let right = up.cross(forward).normalize();
let up = forward.cross(right);
look_at_matrix[0][0] = right.x;
look_at_matrix[0][1] = right.y;
look_at_matrix[0][2] = right.z;
look_at_matrix[1][0] = up.x;
look_at_matrix[1][1] = up.y;
look_at_matrix[1][2] = up.z;
look_at_matrix[2][0] = forward.x;
look_at_matrix[2][1] = forward.y;
look_at_matrix[2][2] = forward.z;
look_at_matrix[3][0] = eye.x;
look_at_matrix[3][1] = eye.y;
look_at_matrix[3][2] = eye.z;
look_at_matrix
}
*/
fn debug_raytracer(dim_x: u32, dim_y: u32, view: &View, data: &[Triangle]) { fn debug_raytracer(dim_x: u32, dim_y: u32, view: &View, data: &[Triangle]) {
let mut imgbuf = ImageBuffer::new(dim_x, dim_y); let mut imgbuf = ImageBuffer::new(dim_x, dim_y);
for (x, y, pixel) in imgbuf.enumerate_pixels_mut() { for (x, y, pixel) in imgbuf.enumerate_pixels_mut() {
let ray = calculate_ray(x, y, dim_x, dim_y, view); let ray = Ray::primary_ray(x, y, dim_x, dim_y, view);
let acceleration_data = create_acceleration_data(data); let acceleration_data = create_acceleration_data(data);
@ -226,12 +165,9 @@ fn pixel_color(ray: &Ray, data: &[Triangle], acceleration_data: Vec<AABB>) -> Ve
for accel in acceleration_data.iter() { for accel in acceleration_data.iter() {
if accel.intersect(ray) { if accel.intersect(ray) {
for i in accel.start_index..accel.end_index { for i in accel.start_index..accel.end_index {
let v0 = data[i].points[0];
let v1 = data[i].points[1];
let v2 = data[i].points[2];
let mut t = 0.0; let mut t = 0.0;
if ray_triangle_intersect_mt(ray, v0, v1, v2, &mut t) { if data[i].intersect_mt(ray, &mut t) {
if t < closest_value { if t < closest_value {
closest_index = i as i32; closest_index = i as i32;
closest_value = t; closest_value = t;
@ -247,42 +183,3 @@ fn pixel_color(ray: &Ray, data: &[Triangle], acceleration_data: Vec<AABB>) -> Ve
return final_color; return final_color;
} }
// source: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection
fn ray_triangle_intersect_mt(
ray: &Ray,
v0: Vector3<f32>,
v1: Vector3<f32>,
v2: Vector3<f32>,
t: &mut f32,
) -> bool {
let v0v1 = v1 - v0;
let v0v2 = v2 - v0;
let pvec = ray.direction.cross(v0v2);
let det = v0v1.dot(pvec);
// ray and triangle are parallel if det is close to 0
if det.abs() < 0.001 {
return false;
}
let inv_det = 1.0 / det;
let tvec = ray.origin - v0;
let u = tvec.dot(pvec) * inv_det;
if u < 0.0 || u > 1.0 {
return false;
}
let qvec = tvec.cross(v0v1);
let v = ray.direction.dot(qvec) * inv_det;
if v < 0.0 || u + v > 1.0 {
return false;
}
*t = v0v2.dot(qvec) * inv_det;
true
}

41
src/ray.rs Normal file
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@ -0,0 +1,41 @@
use cgmath::{vec2, vec3, InnerSpace, Vector3};
use super::view::View;
pub struct Ray {
pub origin: Vector3<f32>,
pub direction: Vector3<f32>,
pub inv_direction: Vector3<f32>,
pub signs: Vector3<usize>,
}
impl Ray {
pub fn new(origin: Vector3<f32>, direction: Vector3<f32>) -> Ray {
let inv_direction = 1.0 / direction;
let x = (inv_direction.x < 0.0) as usize;
let y = (inv_direction.y < 0.0) as usize;
let z = (inv_direction.z < 0.0) as usize;
Ray {
origin,
direction,
inv_direction,
signs: Vector3::new(x, y, z),
}
}
pub fn primary_ray(x: u32, y: u32, dim_y: u32, dim_x: u32, view: &View) -> Ray {
let aspect_ratio = dim_x as f32 / dim_y as f32;
let uv = vec2(x as f32, y as f32);
let (up, right) = view.axises();
let trans = 2.0 * uv - vec2(1.0, 1.0);
let mut dir = view.look_at + right * trans.x + up * trans.y;
dir = vec3(dir.x * aspect_ratio, dir.y, dir.z * aspect_ratio);
return Self::new(view.position, dir.normalize());
}
}

48
src/triangle.rs Normal file
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@ -0,0 +1,48 @@
use cgmath::{InnerSpace, Vector3};
use super::ray::Ray;
pub struct Triangle {
pub points: [Vector3<f32>; 3],
}
impl Triangle {
pub fn new(v0: Vector3<f32>, v1: Vector3<f32>, v2: Vector3<f32>) -> Triangle {
Triangle {
points: [v0, v1, v2],
}
}
// source: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection
pub fn intersect_mt(&self, ray: &Ray, t: &mut f32) -> bool {
let v0v1 = self.points[1] - self.points[0];
let v0v2 = self.points[2] - self.points[0];
let pvec = ray.direction.cross(v0v2);
let det = v0v1.dot(pvec);
// ray and triangle are parallel if det is close to 0
if det.abs() < 0.001 {
return false;
}
let inv_det = 1.0 / det;
let tvec = ray.origin - self.points[0];
let u = tvec.dot(pvec) * inv_det;
if u < 0.0 || u > 1.0 {
return false;
}
let qvec = tvec.cross(v0v1);
let v = ray.direction.dot(qvec) * inv_det;
if v < 0.0 || u + v > 1.0 {
return false;
}
*t = v0v2.dot(qvec) * inv_det;
true
}
}

28
src/view.rs Normal file
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@ -0,0 +1,28 @@
use cgmath::{InnerSpace, Vector3};
use std::f32::consts::PI;
pub struct View {
pub position: Vector3<f32>,
pub look_at: Vector3<f32>,
pub up: Vector3<f32>,
pub fov: f32,
}
impl View {
/// returns `up` and `right`
pub fn axises(&self) -> (Vector3<f32>, Vector3<f32>) {
let view_dir = self.look_at - self.position;
let horiz_axis = view_dir.cross(self.up).normalize();
let vert_axis = horiz_axis.cross(view_dir).normalize();
let right = horiz_axis * Self::scale(self.fov);
let up = vert_axis * Self::scale(-self.fov);
(up, right)
}
fn scale(fov: f32) -> f32 {
(0.5 * fov * PI / 180.0).tan()
}
}