Files
Webcam/include/modules/raytracer/raytracer_core.cpp

749 lines
21 KiB
C++

/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#include "raytracer/raytracer_core.h"
#include "raytracer/raytracer_job.h"
#include "scene3d/mobject.h"
#include "scene3d/mlight.h"
#include "scene3d/mcamera.h"
#include "scene3d/scene.h"
#include "rand/rand.h"
#include "platform.h"
using namespace GS;
using namespace GS::Core;
using namespace GS::Raytrace;
//------------------------------------------------------------------------------
float Raytracer::Fresnel(const Vector4 &v, const Vector4 &np, float eta)
{
float const r0 = Math::Pow(1.0f - eta, 2.0f) / Math::Pow(1.0f + eta, 2.0f);
// Light vector and normal are assumed to be normalized.
return Types::Clamp <float> (r0 + (1.0f - r0) * Math::Pow(1 - Types::Abs(v.Dot(np)), 5.0f), 0.0f, 1.0f);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
float Raytracer::ShadowFeel(const Vector4 &s, const Vector4 &d, float l, int r)
{
float k_shadow = 1;
if (configuration.trace_transparency)
{
if (!r)
return k_shadow;
// Get closest hit.
Trace trace;
scene_shadow_tree.RaytraceScene(trace, s, d, l);
statistics.ray_count++;
statistics.tri_test += trace.tri_test;
if (trace.has_i && (trace.i_t > 0))
{
// Check opacity.
float opacity = SampleMaterialOpacity(trace);
// Early exit on fully opaque hit.
if (opacity == 1)
return 0;
k_shadow = 1 - opacity;
// Recurse.
Vector4 offset_pi = trace.s + trace.d * (trace.i_t + Units::Mm(1));
k_shadow *= ShadowFeel(offset_pi, trace.d, l - Vector4::Dist(trace.s, offset_pi), --r);
}
}
else
{
// Any hit within range will do.
Trace trace(false);
scene_shadow_tree.RaytraceScene(trace, s, d, l);
if (trace.has_i && (trace.i_t > 0))
return 0; // Occluded.
}
return k_shadow;
}
void Raytracer::ComputeRadiance(Trace &trace, Color &o, Bounce &bounce)
{
bool use_fixed_function = trace.m->shader.IsEmpty();
bool blend_additive = trace.m->blendop == Material::Blend_Add;
// Evaluate material alpha.
float alpha;
if (use_fixed_function)
alpha = SampleMaterialOpacity(trace);
else alpha = SampleMaterialSink(trace, ShaderTree::SinkOpacity).x;
alpha *= trace.o->opacity;
// Compute direct lighting, if the material does not care about the alpha test, or if the material cares about it and its alpha is up to the threshold.
if (!(trace.m->renderword & Material::Render_AlphaTest) || alpha > trace.m->athreshold)
{
// Evaluate material glossiness.
float glossiness;
if (use_fixed_function)
glossiness = trace.m->glossiness;
else glossiness = SampleMaterialSink(trace, ShaderTree::SinkGlossiness).x;
// Evaluate light contribution.
Color l_diff(0, 0, 0), l_spec(0, 0, 0);
Vector4 offset_pi = trace.pi + trace.n * Units::Mm(1.f);
for (uint n = 0; n < lgt.GetCount(); ++n)
if (S3D::MLight *l = lgt[n].l)
{
Core::Light *light = (Core::Light *)l;
float k_shadow = 1.f;
if ((light->shadow != Core::Light::Shadow_None) && configuration.trace_shadow)
{
Vector4 d;
switch (light->model)
{
default:
case Core::Light::Model_Point:
d = light->GetMatrix().GetRow(3) - offset_pi;
break;
case Core::Light::Model_Linear:
d = light->GetMatrix().GetRow(2).Reversed() * light->clip_distance;
break;
}
if (d.Dot(trace.n) > 0)
{
float l = d.Len();
d /= l;
k_shadow = ShadowFeel(offset_pi, d, l, configuration.trace_shadow_transparency_max_recursion);
if (!k_shadow)
continue;
}
}
// Compute contribution.
float k_d, k_s;
if (light->SampleEnergy(trace.pi, trace.n, &k_d, &k_s, &trace.d, glossiness))
{
l_diff += light->diffuse_color * light->diffuse_intensity * k_d * k_shadow;
l_spec += light->specular_color * light->specular_intensity * k_s * k_shadow;
}
}
// Compute indirect lighting.
Color l_indirect(0, 0, 0), ambient(0, 0, 0);
if (configuration.trace_gi && bounce.indirect)
{
bounce.indirect--;
Spread &mc = monte_carlo[Random::Rand(32)];
Matrix3 nm(Matrix3::FromOrthonormalBasis(trace.n));
Color l;
// divide by the number of bounce, to avoid full bounce each time.
int count_spread = mc.spread.GetCount();
if (configuration.indirect_gi_bounce - bounce.indirect != 0)
count_spread /= configuration.indirect_gi_bounce - bounce.indirect + 1;
count_spread = Types::Max(count_spread, 1);
for (int n = 0; n < count_spread; ++n)
{
Bounce ibounce;
ibounce.indirect = bounce.indirect;
ibounce.reflection = 0;
ibounce.refraction = 0;
Raytrace(RayGrid(offset_pi, mc.spread[n] * nm), l, ibounce);
l_indirect += l;
}
l_indirect /= (float)count_spread;
}
else
ambient = (configuration.gi_use_ambient || !configuration.trace_gi) ? scene->ambient_color * scene->ambient_intensity : Vector4(0.f, 0.f, 0.f);
// Compute ambient occlusion.
float ambient_occlusion = 1.0f;
if ((alpha >= 1.0f) && configuration.ao_activate)
{
Spread &mc = monte_carlo[Random::Rand(32)];
Matrix3 nm(Matrix3::FromOrthonormalBasis(trace.n));
float countouch = 0.0f;
float lengthmax = configuration.ao_length;
float divlengthmaxsq = 1.0f / lengthmax;
for (uint n = 0; n < mc.spread.GetCount(); ++n)
{
// Create the direction vector from the normal of the point with a bit of random.
Trace traceOcclusion;
Vector4 start(trace.pi + mc.spread[n] * nm * Units::Mm(1.f));
/*
nVector DirVect(mc.spread[n] * nm);
scene_tree.RaytraceScene(traceOcclusion, start, DirVect, lengthmax);
// check the raytrace pass if the alpha of the map and continue to raytrace then
float alphaOcclusion = 0.0f;
float current_length = 0.0f;
while(alphaOcclusion < 1.0f && current_length < lengthmax &&
traceOcclusion.has_i && (traceOcclusion.i_t > 0.0f))
{
current_length += traceOcclusion.i_t;
// Compute intersection point and fetch material.
traceOcclusion.pi = traceOcclusion.s + traceOcclusion.d * traceOcclusion.i_t;
traceOcclusion.m = traceOcclusion.g->material_table[traceOcclusion.g->pol[traceOcclusion.ip].material];
bool use_fixed_functionOcclusion = trace.m->shader_tree == NULL ? true : false;
// Evaluate material alpha.
float TempAlphaOcclusion = 0.0f;
if (use_fixed_functionOcclusion)
TempAlphaOcclusion = SampleMaterialOpacity(traceOcclusion);
else TempAlphaOcclusion = SampleMaterialSink(traceOcclusion, nShaderTree::SinkOpacity).x;
alphaOcclusion += TempAlphaOcclusion*traceOcclusion.o->opacity;
if(alphaOcclusion < 1.0f && current_length < lengthmax)
scene_tree.RaytraceScene(traceOcclusion, traceOcclusion.pi + DirVect* Mm(1), DirVect, lengthmax - current_length);
}
if(alphaOcclusion > 1.0f)
alphaOcclusion = 1.0f;
if (alphaOcclusion > 0)
countouch += (1.0f - Types::Clamp(current_length * divlengthmaxsq, 0.0f, 1.0f))* alphaOcclusion;
*/
scene_tree.RaytraceScene(traceOcclusion, start, mc.spread[n] * nm, lengthmax);
if (traceOcclusion.has_i && (traceOcclusion.i_t > 0.0f))
countouch += 1.0f - Types::Clamp(traceOcclusion.i_t * divlengthmaxsq, 0.0f, 1.0f);
}
if (countouch > 0.0f)
ambient_occlusion = 1.0f - countouch / mc.spread.GetCount();
ambient_occlusion = Types::Clamp(ambient_occlusion);
}
// Sample attributes.
Color diffuse, specular, self;
if (use_fixed_function)
{
// Gather attributes.
diffuse = SampleMaterialAttribute(trace, Channel_Diffuse);
specular = SampleMaterialAttribute(trace, Channel_Specular);
self = SampleMaterialAttribute(trace, Channel_SelfIllum);
// Vertex color.
if (trace.m->GetChannelStage(Channel_Light))
{
Color color = SampleMaterialAttribute(trace, Channel_Light);
diffuse *= color;
specular *= color;
}
else if (trace.m->renderword & Material::Render_VertexColor)
{
Color color = SampleGeometryAttribute(trace, GeometryVertexColor);
diffuse *= color;
specular *= color;
}
// Environment mapping.
if (trace.m->GetChannelStage(Channel_Reflection))
{
Color color = SampleMaterialAttribute(trace, Channel_Reflection);
switch (trace.m->GetChannelStage(Channel_Reflection)->op)
{
case Material::Operator_Multiply:
diffuse *= color;
break;
case Material::Operator_Default:
case Material::Operator_Add:
diffuse += color;
break;
}
}
}
else
{
diffuse = SampleMaterialSink(trace, ShaderTree::SinkDiffuse);
specular = SampleMaterialSink(trace, ShaderTree::SinkSpecular);
self = SampleMaterialSink(trace, ShaderTree::SinkConstant);
}
// Final color.
o = ((diffuse * (l_diff + l_indirect + ambient* ambient_occlusion)) + specular * l_spec + self) /** alpha*/; // Don't multiply the alpha, because there is real raytracing for the refraction after.
}
else
{
alpha = 0;
o.Set(0, 0, 0);
}
// Apply fog.
if (scene->fog_far > 0)
{
float kfog = Types::Clamp((trace.td - scene->fog_near) / (scene->fog_far - scene->fog_near));
o = o * (1.f - kfog) + scene->fog_color * kfog;
}
// Trace reflected and transmitted rays as required.
float krefl = alpha;
float eta = trace.m->irefraction;
if (trace.ir == trace.m->irefraction)
eta = 1.0f;
if (((alpha < 1) || blend_additive) && bounce.refraction)
{
float n = trace.ir / eta;
if (configuration.fresnel_activate)
krefl = Fresnel(trace.d, trace.n.FaceForward(trace.d), n);
float c1 = -trace.n.FaceForward(trace.d).Dot(trace.d);
float w = n * Types::Abs(c1);
float c2 = Math::Sqrt(1 + (w - n) * (w + n));
Vector4 rtransmit = (trace.d * n) + trace.n.FaceForward(trace.d) * (w - c2);
rtransmit = rtransmit.Normalized();
Vector4 offset_pi = trace.pi + rtransmit * Units::Mm(1.f);
if (c2 < 0)
krefl = 1.0f; // Full reflection, we are inside the matter and by an angle where it is physically impossible (as Snell-Descartes law) to have refraction.
if ((1.0f - krefl) > 0.0f)
{
bounce.refraction--;
Color b;
float save_ir = trace.ir;
trace.ir = eta;
Raytrace(RayGrid(offset_pi, rtransmit), b, bounce, &trace);
trace.ir = save_ir;
if (blend_additive)
o += b;
else o = o * krefl + b * (1 - krefl);
bounce.refraction++;
}
}
// Reflection.
float material_reflection = SampleMaterialSink(trace, ShaderTree::SinkReflection).x;
if (configuration.trace_reflection && material_reflection && bounce.reflection)
{
if (krefl > 0.0f)
{
bounce.reflection--;
Vector4 nf = trace.n.FaceForward(trace.d).Normalized();
float c1 = -nf.Dot(trace.d);
Vector4 rreflect = trace.d + (nf * 2.f * Types::Abs(c1));
Vector4 offset_pi = trace.pi + rreflect * Units::Mm(1.f) ;
Color b;
float save_ir = trace.ir;
trace.ir = eta;
Raytrace(RayGrid(offset_pi, rreflect), b, bounce, &trace);
trace.ir = save_ir;
o += b * (krefl * material_reflection);
bounce.reflection++;
}
}
// Note: Isn't doing this here getting rid of HDR informations?
o = o.Clamped(Vector4(0, 0, 0), Vector4(1, 1, 1));
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Raytracer::PrimaryRay(const RayGrid &ray, Color &o)
{
Bounce bounce;
bounce.indirect = configuration.indirect_gi_bounce;
bounce.reflection = configuration.trace_reflection_max_recursion;
bounce.refraction = configuration.trace_refraction_max_recursion;
Raytrace(ray, o, bounce);
}
void Raytracer::Raytrace(const RayGrid &ray, Color &o, Bounce &bounce, Trace *previous_trace)
{
Trace trace;
if (previous_trace)
{
trace.ir = previous_trace->ir;
trace.td = previous_trace->td;
}
scene_tree.RaytraceScene(trace, ray.p[0], ray.d[0]);
statistics.ray_count++;
statistics.tri_test += trace.tri_test;
// Shade result.
if (trace.has_i)
{
// Compute intersection point.
trace.pi = trace.s + trace.d * trace.i_t;
// Compute intersection normal.
Vector4 normal_sink = SampleMaterialSink(trace, ShaderTree::SinkNormal);
trace.o->GetMatrix().ApplyRotation(&trace.n, &normal_sink);
trace.n.Normalize();
if (trace.backface)
trace.n = trace.n.Reversed();
// Integrate the newly traveled distance.
trace.td += trace.i_t;
// Gather radiance.
ComputeRadiance(trace, o, bounce);
}
else
o = scene->background_color;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool Raytracer::Render(Picture &output, uint w, uint h)
{
if (!w || !h)
return false;
uint logical_h = h;
viewport.Set((float)w, (float)h);
if (configuration.interlaced)
{
if (h & 1)
__ERR__(__LOG_E__ << "Interlaced frame height must be a multiple of 2.", false)
if (configuration.interlaced_trace_half_frame)
h /= 2;
}
Camera *camera = scene->current_camera;
if (!camera)
return false;
// Create destination picture.
output.AllocAs(w, h);
// Allocate output hdr buffer.
Array <Color> hdr(w * h);
if (!hdr)
__ERR__(__LOG_E__<< "Failed to allocate floating point frame buffer.\n", false)
// Reset statistics.
render_clock = scene->GetClock()->Getf();
statistics.Reset();
// Progress structure.
Progress progress;
progress.start_clock = Platform::Get().GetClock();
progress.instance = this;
progress.progress = 0;
progress.buffer = hdr;
progress.w = 0;
progress.h = 0;
progress.done = false;
// Create virtual screen.
Benchmark bench(true);
scene_tree.ResetStats();
Vector4 screen[4], wscreen[4];
float hw, hh, ar = ((camera->aspect_ratio == -1.f) ? 1.f : camera->aspect_ratio);
if (camera->aspect_ratio_ref_yaxis)
{
hw = ((float)w / (float)logical_h) / ar;
hh = 1;
}
else
{
hw = 1;
hh = ((float)logical_h / ar) / (float)w;
}
screen[0].Set(-hw, hh, camera->zoom_factor);
screen[1].Set(hw, hh, camera->zoom_factor);
screen[2].Set(hw, -hh, camera->zoom_factor);
screen[3].Set(-hw, -hh, camera->zoom_factor);
camera->GetMatrix().Apply(wscreen, screen, 4);
// Interpolate across world screen and trace.
Vector4 dt_l, pt_l, dt_r, pt_r;
dt_l = (wscreen[3] - wscreen[0]) / (float)logical_h;
pt_l = wscreen[0];
dt_r = (wscreen[2] - wscreen[1]) / (float)logical_h;
pt_r = wscreen[1];
// Interlace.
if (configuration.interlaced && configuration.interlaced_trace_half_frame)
{
if (!interlace_even)
{
pt_l += dt_l;
pt_r += dt_r;
}
dt_l *= 2.f;
dt_r *= 2.f;
}
const Vector4 &s = camera->GetMatrix().GetRow(3);
// Rendering.
abort = false;
progress.description = "Rendering (1/2)";
#define __JobTileSize 32
// Split rendering in tiles.
AutoList <ASync::Job *> job_list;
ASync::JobGroup group;
for (uint y = 0; y < h; y += __JobTileSize)
for (uint x = 0; x < w; x += __JobTileSize)
{
RaytraceJob *job = new RaytraceJob;
job_list.Add(job);
job->core = this;
job->start_height = y;
job->end_height = y + __JobTileSize < h ? y + __JobTileSize : h;
job->start_width = x;
job->end_width = x + __JobTileSize < w ? x + __JobTileSize : w;
job->s = s;
job->dt_l = dt_l; job->pt_l = pt_l;
job->dt_r = dt_r; job->pt_r = pt_r;
job->hdr = hdr;
job->pitch = w;
Platform::Get().job_manager->EnqueueJob(job, &group);
}
while (!Platform::Get().job_manager->JoinGroup(&group, false))
if (hook)
{
// progress.progress = 1.f - (float)group.GetJobCount() / job_list.GetCount();
hook->RaytracerProgress(progress);
}
job_list.Clear();
/*
// Split anti-aliasing in tiles.
progress.description = "Anti-aliasing (2/2)";
for (uint y = 1; y < (h - 1); y += __JobTileSize)
for (uint x = 1; x < (w - 1); x += __JobTileSize)
{
nAntialiasJob *job = new nAntialiasJob;
job_list.Add(job);
job->core = this;
job->start_height = y;
job->end_height = y + __JobTileSize < (h - 1) ? y + __JobTileSize : (h - 1);
job->start_width = x;
job->end_width = x + __JobTileSize < (w - 1) ? x + __JobTileSize : (w - 1);
job->s = s;
job->dt_l = dt_l; job->pt_l = pt_l;
job->dt_r = dt_r; job->pt_r = pt_r;
job->hdr = hdr;
job->pitch = w;
Platform::Get().job_manager->EnqueueJob(job, &group);
}
// Join anti-aliasing job group.
while (!Platform::Get().job_manager->JoinGroup(&group, false))
if (hook)
{
// progress.progress = 1.f - (float)group.GetJobCount() / job_list.GetCount();
hook->RaytracerProgress(progress);
}
job_list.Clear();
*/
bench.Stop();
__LOG__ << "Raytracing done. Took " << bench.GetMs() << " ms. Ray/s = " << (scene_tree.ray_count * 1000) / bench.GetMs() << "\n";
// HDR conversion to standard 32 bit RGBA.
#pragma omp parallel
{
#pragma omp for schedule(dynamic) nowait
for (uint v = 0; v < h; ++v)
{
uint *o_rgb = ((uint *)output.GetData()) + w * v;
Color *o_hdr = hdr + w * v;
for (uint u = 0; u < w; ++u)
o_rgb[u] =
((uint)(Types::Clamp(o_hdr[u].w) * 255) << 24) +
((uint)(Types::Clamp(o_hdr[u].x) * 255) << 16) +
((uint)(Types::Clamp(o_hdr[u].y) * 255) << 8) +
((uint)(Types::Clamp(o_hdr[u].z) * 255));
}
}
// ...
// Backup current frame if interlaced and wait for the next half-frame.
if (configuration.interlaced)
{
if (interlace_half_frame.isValid())
{
// If the frame is valid compose to output.
if ((interlace_half_frame.GetWidth() != w) || (interlace_half_frame.GetHeight() != h))
__LOG_E__ << "Unexpected frame dimension change during interlaced sequence rendering.\n";
else
{
Picture half_frame(output);
if (output.AllocAs(w, logical_h))
{
// Select even and odd frames based on current parity.
Picture *even = interlace_even ? &half_frame : &interlace_half_frame,
*odd = interlace_even ? &interlace_half_frame : &half_frame;
// Compose.
uint *p_even = (uint *)even->GetData(),
*p_odd = (uint *)odd->GetData(),
*p_output = (uint *)output.GetData();
if (configuration.interlaced_trace_half_frame)
for (uint v = 0; v < h; ++v)
{
Memory::Copy(p_output, p_even, w * 4);
p_even += w;
p_output += w;
Memory::Copy(p_output, p_odd, w * 4);
p_odd += w;
p_output += w;
}
else
{
if (interlace_even)
p_even += w;
else p_odd += w;
for (uint v = 0; v < h; ++v)
{
Memory::Copy(p_output, p_even, w * 4);
p_even += w * 2;
p_output += w;
Memory::Copy(p_output, p_odd, w * 4);
p_odd += w * 2;
p_output += w;
}
}
}
}
// Drop buffer, it has been committed to output.
interlace_half_frame.Free();
}
else
{
// Buffer the current output and drop it. No save is to be done yet.
interlace_half_frame.Clone(output);
output.Free();
}
}
// Done, switch interlace parity.
interlace_even = !interlace_even;
viewport.Set(1, 1);
return true;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Raytracer::StartInterlacedSequence()
{
interlace_even = configuration.interlace_even;
interlace_half_frame.Free();
}
void Raytracer::Abort()
{ abort = true; }
void Raytracer::SetConfiguration(const Configuration &config)
{
configuration = config;
for (int n = 0; n < 32; ++n)
monte_carlo[n].Initialize(configuration.gi_sample, configuration.gi_sample, Units::Deg(configuration.ao_angle)); // 64 evaluations per ray.
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool Raytracer::SetScene(const GS::S3D::Scene *s)
{
if (!gf)
__ERR__(__LOG_E__ << "No graphic resource factory to set raytracer scene.\n", false)
Free();
// Grab scene and shadow scene.
scene = s;
if (!scene_tree.SetScene(*gf, s) || !scene_shadow_tree.SetScene(*gf, s, true))
return false;
// Grab lights, reset caches.
SharedList <S3D::MLight *> lights;
s->GetItemListByType(lights);
if (!lgt.Allocate(lights.GetCount()))
__ERR__(__LOG_E__ << "Failed to allocate raytracer light array.\n", false)
uint lgt_count = 0;
ListForeachPtr(S3D::MLight *, l, lights)
{
lgt[lgt_count].l = l->isActive() ? l : NULL;
lgt[lgt_count].g = NULL;
lgt_count++;
}
return true;
}
void Raytracer::Free()
{
scene_tree.Free();
scene_shadow_tree.Free();
lgt.Free();
}
//------------------------------------------------------------------------------
Raytracer::Raytracer(ResourceFactory *f) : gf(f)
{
SetConfiguration(configuration);
viewport.Set(1, 1);
hook = NULL;
}