+ | Cylinder intersectio and rotation but capped edge + need opti

This commit is contained in:
TheRedShip
2025-01-09 22:42:09 +01:00
parent 0ece075f1a
commit 9aa1de378f
10 changed files with 155 additions and 11 deletions

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@ -22,6 +22,7 @@
# include "glm/gtx/string_cast.hpp"
# include "glm/gtc/matrix_transform.hpp"
# include "glm/gtc/type_ptr.hpp"
# include "glm/gtx/euler_angles.hpp"
# include "glad/gl.h"
# include "GLFW/glfw3.h"
@ -46,6 +47,7 @@ struct Vertex {
# include "objects/Triangle.hpp"
# include "objects/Cube.hpp"
# include "objects/Portal.hpp"
# include "objects/Cylinder.hpp"
# include "Camera.hpp"
# include "Window.hpp"

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@ -43,7 +43,8 @@ class Object
QUAD,
TRIANGLE,
CUBE,
PORTAL
PORTAL,
CYLINDER
};
virtual Type getType() const = 0;

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@ -0,0 +1,69 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Cylinder.hpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
/* Updated: 2025/01/08 20:20:34 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef RT_CYLINDER__HPP
# define RT_CYLINDER__HPP
# include "RT.hpp"
class Cylinder : public Object
{
public:
Cylinder(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
{
try {
float x, y, z;
float radius, height;
float pitch, yaw, roll;
int mat_index;
if (!(line >> x >> y >> z))
throw std::runtime_error("Missing position");
if (!(line >> radius >> height))
throw std::runtime_error("Missing radius or height values");
if (!(line >> pitch >> yaw >> roll))
throw std::runtime_error("Missing rotation values");
if (!(line >> mat_index))
throw std::runtime_error("Missing material properties");
_position = glm::vec3(x, y, z);
_radius = radius / 2.0;
_height = height;
_rotation = glm::mat3(glm::eulerAngleXYZ(pitch, yaw, roll));
_mat_index = mat_index;
}
catch (const std::exception& e) { throw; }
}
Cylinder(const glm::vec3& position, float radius, const int mat_index)
: Object(position, mat_index), _radius(radius) {}
float getRadius() const { return (_radius); }
float getHeight() const { return (_height); }
glm::mat3 getRotation() const { return (_rotation); }
Type getType() const override { return Type::CYLINDER; }
private:
float _radius;
float _height;
glm::mat3 _rotation;
};
#endif

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@ -54,7 +54,7 @@ class Portal : public Object
up = normalize(glm::cross(forward, right));
_transform = glm::mat3(right, up, forward);
_rotation = glm::mat3(right, up, forward);
_normal = forward * (invert_normal ? -1.0f : 1.0f);
_linked_portal = -1;
@ -89,7 +89,7 @@ class Portal : public Object
glm::vec3 getRight() const { return (_right); }
glm::vec3 getNormal() const { return (_normal); }
glm::mat3 getTransform() const { return (_transform); }
glm::mat3 getRotation() const { return (_rotation); }
int getLinkedPortalIndex() const { return (_linked_portal); }
void setLinkedPortalIndex(int index) { _linked_portal = index; }
@ -101,7 +101,7 @@ class Portal : public Object
glm::vec3 _right;
glm::vec3 _normal;
glm::mat3 _transform;
glm::mat3 _rotation;
int _linked_portal;
};

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@ -20,5 +20,5 @@ pl -3 0 0 1 0 0 3
pl 0 0 -3 0 0 1 4
pl 0 0 3 0 0 -1 2
po -0.33 -0.66 -1 -0.25 1 0 1 0.25 0 0 2
po -0.33 -0.66 -1 0 1 0 0.5 0.5 0 0 2
po -0.5 -0.5 1 0 1 0 1 0 0 1 4

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@ -2,7 +2,7 @@ CAM -0.0970577 1.63916 1.69444 -13.6 -84 0 1
MAT 200 200 200 0.0 0.0 0.0 //white
MAT 255 50 50 0.0 0.0 0.0 //red
MAT 255 50 50 0.0 1.0 0.0 //red
MAT 50 255 50 0.0 0.0 0.0 //green
MAT 100 100 255 0.0 0.0 0.0 //blue
MAT 255 100 255 0.0 0.0 0.0 //purple
@ -19,3 +19,5 @@ sp -0.8 0.8 0 1.5 1
sp -2.2 0.4 0.25 1 2
sp -3 0.2 0.50 0.75 3
sp -3.8 -0.1 0.60 0.5 5
cy 0 1 2 0.5 2 -1.5 0 0.75 1

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@ -5,7 +5,7 @@ layout(binding = 0, rgba32f) uniform image2D output_image;
layout(binding = 1, rgba32f) uniform image2D accumulation_image;
struct GPUObject {
mat4 transform;
mat4 rotation;
vec3 position; // 12 + 4
@ -87,7 +87,7 @@ Ray portalRay(Ray ray, hitInfo hit)
relative = hit.position - portal_1.position;
mat3 rotation = mat3(portal_2.transform) * transpose(mat3(portal_1.transform));
mat3 rotation = mat3(portal_2.rotation) * transpose(mat3(portal_1.rotation));
if (dot(portal_1.normal, portal_2.normal) > 0.0)
{
@ -169,6 +169,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
ray = newRay(hit, ray, rng_state);
}
return (color * light);
}

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@ -58,7 +58,7 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
return (inside);
}
intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
{
vec3 pvec = cross(ray.direction, obj.vertex2);
float det = dot(obj.vertex1, pvec);
@ -81,7 +81,6 @@ intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
return (valid);
}
bool
// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
// {
@ -150,6 +149,62 @@ bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
return true;
}
bool intersectCylinder(Ray ray, GPUObject obj, out hitInfo hit)
{
float radius = obj.normal.x;
float height = obj.normal.y;
vec3 p = ray.origin - obj.position;
vec3 d = ray.direction * mat3(obj.rotation);
p = p * mat3(obj.rotation);
float half_height = height * 0.5;
float a = d.x * d.x + d.z * d.z;
float b = p.x * d.x + p.z * d.z;
float c = p.x * p.x + p.z * p.z - radius * radius;
float h = b * b - a * c;
if (h < 0.0) return false;
float sqrt_h = sqrt(h);
float t = (-b - sqrt_h) / a;
if (t <= 0.0)
{
t = (-b + sqrt_h) / a;
if (t <= 0.0) return false;
}
float y = p.y + t * d.y;
if (abs(y) <= half_height)
{
hit.t = t;
hit.position = ray.origin + ray.direction * t;
vec3 local_normal = vec3(p.x + t * d.x, 0.0, p.z + t * d.z);
hit.normal = normalize(local_normal * inverse(mat3(obj.rotation)));
return true;
}
float cap_t = (sign(y) * half_height - p.y) / d.y;
if (cap_t <= 0.0) return false;
float cap_x = p.x + cap_t * d.x;
float cap_z = p.z + cap_t * d.z;
if (cap_x * cap_x + cap_z * cap_z > radius * radius) return false;
hit.t = cap_t;
hit.position = ray.origin + ray.direction * cap_t;
vec3 cap_normal = vec3(0.0, sign(y), 0.0);
hit.normal = normalize(cap_normal * inverse(mat3(obj.rotation)));
return true;
}
bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
{
@ -163,5 +218,7 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
return (intersectTriangle(ray, obj, hit));
if (obj.type == 4)
return (intersectCube(ray, obj, hit));
if (obj.type == 6)
return (intersectCylinder(ray, obj, hit));
return (false);
}

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@ -107,13 +107,19 @@ void Scene::updateGPUData()
gpu_obj.position = cube->getPosition();
gpu_obj.vertex1 = cube->getSize();
}
else if (obj->getType() == Object::Type::CYLINDER)
{
auto cylinder = static_cast<Cylinder *>(obj);
gpu_obj.normal = glm::vec3(cylinder->getRadius(), cylinder->getHeight(), 0.0f);
gpu_obj.transform = glm::mat4(cylinder->getRotation());
}
else if (obj->getType() == Object::Type::PORTAL)
{
auto portal = static_cast<Portal *>(obj);
gpu_obj.vertex1 = portal->getUp();
gpu_obj.vertex2 = portal->getRight();
gpu_obj.normal = portal->getNormal();
gpu_obj.transform = glm::mat4(portal->getTransform());
gpu_obj.transform = glm::mat4(portal->getRotation());
Portal *linked = static_cast<Portal *>(_objects[i - 2]);

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@ -49,6 +49,12 @@ SceneParser::SceneParser(Scene *scene) : _scene(scene)
try { return (new Portal(ss)); }
catch (const std::exception &e) { throw; }
};
object_parsers["cy"] = [](std::stringstream &ss) -> Object *
{
try { return (new Cylinder(ss)); }
catch (const std::exception &e) { throw; }
};
}
void SceneParser::parseMaterial(std::stringstream &line)