Add camera and shadows (week2)

This commit is contained in:
2024-10-08 21:37:45 +02:00
parent de2e9704c5
commit b7106c2af8
4 changed files with 114 additions and 30 deletions

View File

@@ -33,9 +33,16 @@ namespace dae
Matrix CalculateCameraToWorld() Matrix CalculateCameraToWorld()
{ {
//todo: W2 right = Vector3::Cross(Vector3::UnitY, forward).Normalized();
// throw std::runtime_error("Not Implemented Yet"); up = Vector3::Cross(forward, right).Normalized();
return {};
Matrix matrix {
Vector4{right, 0},
Vector4{up, 0},
Vector4{forward, 0},
Vector4{origin, 0},
};
return matrix;
} }
void Update(Timer* pTimer) void Update(Timer* pTimer)
@@ -44,14 +51,59 @@ namespace dae
//Keyboard Input //Keyboard Input
const uint8_t* pKeyboardState = SDL_GetKeyboardState(nullptr); const uint8_t* pKeyboardState = SDL_GetKeyboardState(nullptr);
{
float speed{10.f};
if (pKeyboardState[SDL_SCANCODE_W]) {
origin += forward * deltaTime * speed;
}
if (pKeyboardState[SDL_SCANCODE_S]) {
origin -= forward * deltaTime * speed;
}
if (pKeyboardState[SDL_SCANCODE_D]) {
origin += right * deltaTime * speed;
}
if (pKeyboardState[SDL_SCANCODE_A]) {
origin -= right * deltaTime * speed;
}
//Mouse Input if (pKeyboardState[SDL_SCANCODE_Q]) {
int mouseX{}, mouseY{}; origin -= Vector3::UnitY * deltaTime * speed;
const uint32_t mouseState = SDL_GetRelativeMouseState(&mouseX, &mouseY); }
if (pKeyboardState[SDL_SCANCODE_E]) {
origin += Vector3::UnitY * deltaTime * speed;
}
}
int mouseX{}, mouseY{};
const uint32_t mouseState = SDL_GetRelativeMouseState(&mouseX, &mouseY);
//todo: W2 bool dirty = false;
//throw std::runtime_error("Not Implemented Yet");
} float speed{ 0.15f };
if(mouseX)
{
totalYaw += mouseX * speed;
totalPitch = std::fmod(totalPitch, 180.f);
dirty = true;
}
if(mouseY)
{
totalPitch += mouseY * speed;
totalPitch = std::clamp(totalPitch, -85.f, 85.f);
dirty = true;
}
if(dirty)
{
Matrix rotMat{
Matrix::CreateRotationX(TO_RADIANS * totalPitch) * Matrix::CreateRotationY(TO_RADIANS * totalYaw)
};
forward = rotMat.TransformVector(Vector3::UnitZ);
right = rotMat.TransformVector(Vector3::UnitX);
}
}
}; };
} }

View File

@@ -26,6 +26,8 @@ void Renderer::Render(Scene *pScene) const {
auto &materials = pScene->GetMaterials(); auto &materials = pScene->GetMaterials();
auto &lights = pScene->GetLights(); auto &lights = pScene->GetLights();
Matrix CameraToWorld = camera.CalculateCameraToWorld();
float apsectRatio = static_cast<float>(m_Width) / m_Height; float apsectRatio = static_cast<float>(m_Width) / m_Height;
float fov = tan((camera.fovAngle * (PI / 180.f)) / 2); float fov = tan((camera.fovAngle * (PI / 180.f)) / 2);
for (int px{}; px < m_Width; ++px) { for (int px{}; px < m_Width; ++px) {
@@ -35,20 +37,38 @@ void Renderer::Render(Scene *pScene) const {
Vector3 rayDir = Vector3{NDCx, NDCy, 1}; Vector3 rayDir = Vector3{NDCx, NDCy, 1};
rayDir = CameraToWorld.TransformVector((rayDir));
rayDir.Normalize(); rayDir.Normalize();
Ray ray{camera.origin, rayDir}; Ray ray{camera.origin, rayDir};
//set the color based on the ray direction //set the color based on the ray direction
ColorRGB finalColor{0.f, 0.f, 0.f}; ColorRGB finalColor{0.f, 0.f, 0.f};
HitRecord closestHit{}; HitRecord closestHit{};
Plane testPlane{{0.f, -50.f, 0.f}, {0.f, 1.f, 0.f}, 0};
// GeometryUtils::HitTest_Plane(testPlane, ray, closestHit);
pScene->GetClosestHit(ray, closestHit); pScene->GetClosestHit(ray, closestHit);
if (closestHit.didHit) { if (closestHit.didHit) {
finalColor = materials[closestHit.materialIndex]->Shade(); finalColor = materials[closestHit.materialIndex]->Shade();
for(const Light& light : lights)
{
Vector3 lightDirection{ LightUtils::GetDirectionToLight(light, closestHit.origin) };
const float lightDistance = lightDirection.Normalize();
const Ray lightRay{
closestHit.origin + closestHit.normal * 0.01f,
lightDirection, 0.0001f, lightDistance
};
if(pScene->DoesHit(lightRay))
{
finalColor *= 0.5;
break;
}
}
} }
finalColor.MaxToOne(); finalColor.MaxToOne();

View File

@@ -46,9 +46,22 @@ namespace dae {
} }
bool Scene::DoesHit(const Ray &ray) const { bool Scene::DoesHit(const Ray& ray) const
//todo W2 {
throw std::runtime_error("Not Implemented Yet"); HitRecord hit;
for(const Sphere& sphere : m_SphereGeometries)
{
if(GeometryUtils::HitTest_Sphere(sphere, ray, hit, true))
return true;
}
for(const Plane& plane : m_PlaneGeometries)
{
if(GeometryUtils::HitTest_Plane(plane, ray, hit, true))
return true;
}
return false; return false;
} }

View File

@@ -17,27 +17,26 @@ namespace dae
if(tInSphere < 0) return false; //Looking away from sphere if(tInSphere < 0) return false; //Looking away from sphere
const float od2 = std::pow(Vector3::Reject(CameraToOrigin, ray.direction).Magnitude(),2); float originToInsideDist2 = CameraToOrigin.SqrMagnitude() - tInSphere * tInSphere;
const float thc = std::sqrt(radius2 - od2); if(originToInsideDist2 > radius2)
return false; // 'inside' point is outside of sphere
float t0 = tInSphere - thc; float tDiff = std::sqrt(radius2 - originToInsideDist2);
float t1 = tInSphere + thc; float t = tInSphere - tDiff;
if(t0 < 0 && t1 < 0) return false; //Both intersections are behind the camera const bool hit = t > ray.min && t < ray.max;
if(t0 < 0) t0 = t1; //If t0 is behind the camera, use t1
if (!ignoreHitRecord && t0 < hitRecord.t){ if (!ignoreHitRecord && hit){
hitRecord.t = t0; hitRecord.t = t;
hitRecord.origin = ray.origin + ray.direction * t0; hitRecord.origin = ray.origin + ray.direction * t;
hitRecord.normal = (hitRecord.origin - sphere.origin).Normalized(); hitRecord.normal = (hitRecord.origin - sphere.origin).Normalized();
hitRecord.materialIndex = sphere.materialIndex; hitRecord.materialIndex = sphere.materialIndex;
hitRecord.didHit = true; hitRecord.didHit = true;
return true;
} }
return false; return hit;
} }
@@ -54,8 +53,10 @@ namespace dae
float dot = Vector3::Dot(plane.normal, ray.direction); float dot = Vector3::Dot(plane.normal, ray.direction);
if(dot < 0) { if(dot < 0) {
// float t = Vector3::Dot(plane.origin - ray.origin, plane.normal) / dot; // float t = Vector3::Dot(plane.origin - ray.origin, plane.normal) / dot;
float t = Vector3::Dot(plane.origin - ray.origin, plane.normal) / Vector3::Dot(ray.direction, plane.normal); float t = Vector3::Dot(plane.origin - ray.origin, plane.normal);
bool hit = t >= 0; t /= dot;
const bool hit = t > ray.min && t < ray.max;
if(hit && !ignoreHitRecord){ if(hit && !ignoreHitRecord){
hitRecord.t = t; hitRecord.t = t;
@@ -113,9 +114,7 @@ namespace dae
//Direction from target to light //Direction from target to light
inline Vector3 GetDirectionToLight(const Light& light, const Vector3 origin) inline Vector3 GetDirectionToLight(const Light& light, const Vector3 origin)
{ {
//todo W3 return { light.origin - origin };
throw std::runtime_error("Not Implemented Yet");
return {};
} }
inline ColorRGB GetRadiance(const Light& light, const Vector3& target) inline ColorRGB GetRadiance(const Light& light, const Vector3& target)