diff --git a/CMakeLists.txt b/CMakeLists.txt index c473e2c..0e8fbab 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -73,7 +73,7 @@ set(headers src/sceneStructs.h src/preview.h src/utilities.h - src/ImGui/imconfig.h + src/tiny_obj_loader.h src/ImGui/imgui.h src/ImGui/imconfig.h diff --git a/README.md b/README.md index 110697c..194eb53 100644 --- a/README.md +++ b/README.md @@ -3,11 +3,181 @@ CUDA Path Tracer **University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 3** -* (TODO) YOUR NAME HERE -* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab) +* Di Lu + * [LinkedIn](https://www.linkedin.com/in/di-lu-0503251a2/) + * [personal website](https://www.dluisnothere.com/) +* Tested on: Windows 11, i7-12700H @ 2.30GHz 32GB, NVIDIA GeForce RTX 3050 Ti -### (TODO: Your README) +## Introduction -*DO NOT* leave the README to the last minute! It is a crucial part of the -project, and we will not be able to grade you without a good README. +In 3D rendering, Pathtracing is a technique that generates realistic looking scenes/images by simulating light ray bounces. For this project, I implemented a CUDA path tracer for the GPU. In order to get the least noisy final output, 5000 calls to pathtrace are made whenever the camera is moved. The result of all 5000 pathtrace calls are then averaged to produce the final output. For each call to pathtrace, the light rays in the scene will bounce a maximum of 8 times. +For this pathtracer, we parallelize operations by Rays (AKA Path Segments), and made sure to sync all threads before moving on to the next parallel operation. + +Overall, this project is a continuation of learning how to write CUDA kernel functions, optimize performance by adding memory coalescence, and very simple acceleration structures. The second part of the project introduced me to using TinyObjLoader, CudaTextureObjects, and various rendering techniques to get specific visual effects. + +![](img/main2.png) + +_OBJ credit goes to SketchFab:_ +* _Toon Link: [ThatOneGuyWhoDoesThings](https://sketchfab.com/3d-models/ssbb-toon-link-c4737326bee4445ab2a565952ad32eab) I painted over the model in Blender_ +* _Stones: [Michael Hooper](https://sketchfab.com/3d-models/low-poly-rocks-9823ec262054408dbe26f6ddb9c0406e)_ +* _Quartz: [Vergil190202](https://sketchfab.com/3d-models/crystalpack-25ff46fd33624c91b36307575b000891)_ +* _Bottle: modified from [Steva_](https://sketchfab.com/3d-models/simple-low-poly-potion-bottles-a13c6858e8174bebbd58babc52f769c0)_ + +[Core Features](https://github.com/dluisnothere/Project3-CUDA-Path-Tracer#core-features): +* Simple Diffuse, Specular, and Imperfect Specular BSDF shading +* Path continuation/termination using stream compaction +* Continugous arrangement of materials based on materialId +* First-bounce-cache for a specific camera angle. + +[Additional Features](https://github.com/dluisnothere/Project3-CUDA-Path-Tracer#additional-features) +* Refractive materials using Schlick's approximation +* Depth of Field +* Direct Lighting +* Stochastic-sampled antialiasing +* Arbitrary Mesh Loader with TinyObjLoader +* UV Texturing, Procedural Texturing, and Bump Mapping + +## Scene File Description + +The scene files used in this project are laid out as blocks of text in this order: Materials, Textures (if any), and Objects in the scene. Each Object has a description of its translation, scale, and rotation, as well as which material it's using, and if it's a basic shape (such as sphere or cube), then that is also specified. If not a basic shape, then it specifies a path to its obj. If the Object also has a texture, then it will refer to the Id of the texture. Using Ids to keep track of scene attributes prevent over-copying of shared data between Objects. + +## Core Features +**Shading kernel with BSDF Evaluation for Diffuse and Perfect/Imperfect Specular.** + +Each Object in the scene has a reference to its material. Each material has attributes representing Reflection, Refraction, Specular, Index of Refraction, Color, and Emittance. For each ray, once it has gotten information about the object it has hit, I use a random number generate to generate a float between 0 and 1. Using this number, each ray will behave in a probabilistic manner and will either reflect, refract, or completely diffuse randomly in a cosine-weighted hemisphere (for lambertian reflection) based on the Reflection and Refraction material values in the scene file. + +**Path continuation/termination using Stream Compaction** + +In order to avoid processing any unnecessary information, all paths which do not hit any of the Objects in the scene are removed from the list of active paths. This is done through the thrust library's built in stream-compaction function. Stream Compaction takes an array, runs a predicate on each element, and returns another list containing all the elements for which the predicate is true. + +**Contiguous arrangement of materials based on materialId** + +For scenes which have a lot of different materials, sorting materials based on materialId makes sense to make reading from global memory faster. + +**First bounce caching** + +Since we restart rendering the scene whenever the camera moves, we know that the first bounce for each call to pathtrace for one particular camera angle will always be constant. We know exactly which object our first rays will hit and where. This way, we can avoid re-computing the first intersections for each of the 5000 calls to pathtrace. + +**Results of Core Features** + +_All Materials Diffuse_ | _Specular Sphere_ | _Imperfect Specular_ +:-------------------------:|:-------------------------:|:--------------------: +![](img/part1Final.png) | ![](img/part1FinalSpecular.png) | ![](img/imperfectSpecular.png) + +## Additional Features +### Refractive Material + +My implementation for refractive materials comes from [Physically Based Rendering](https://www.pbr-book.org/). If a ray decides it will refract, then I first get the material properties of material 1 and material 2 (in most cases, material 1 is air, which means it has an IOR of 1.003). Then, I obtain the incidence angle of my ray and the normal of the intersection point. Using this information, I can figure out if the angle is a critical angle or not. If it's a critical angle, then the light ray will simply bounce off the surface. Otherwise, it will refract. If the ray is inside the Object and a critical angle is hit, tjhen there will be total internal reflection. + +This is the result of my refraction implementation: + +_View 1_ | _View 2 without specular sphere_ +:-------------------------:|:-------------------------: +![](img/Refractive.png) | ![](img/cornell.2022-09-28_22-10-45z.5000samp.png) + +### Depth of Field + +In order to obtain a depth of field effect, I referenced this online article: [Depth of Field in Path Tracing](https://medium.com/@elope139/depth-of-field-in-path-tracing-e61180417027#:~:text=Implementing%20depth%20of%20field%20in,out%20of%20focus%20will%20appear). Essentially, we determine two variables: FOCAL_LENGTH and APERTURE. FOCAL_LENGTH specifies how far away your focus point is (where the object becomes sharp). APERTURE is a proxy for how blurry everything out of focus should be. Once we know where the focal point P is in the scene, we can blur the rest of the scene by shifting our ray's origin and then recalculate direction such that it starts at the new origin and goes towards the focal point. These are my results: + +_No Depth of Field_ | _Depth of Field_ +:-------------------------:|:-------------------------: +![](img/noDepthOfField.png) | ![](img/depthFieldFinal.png) + +### Stochastic Sampled Anti-Aliasing + +Stochastic Sampled Anti-Aliasing can be implemented by applying a slight amount of random noise to the camera ray so that the direction of the ray gets information from its neighbors and can average out the color between neighbors, providing a softer transition. However, this means the first intersection will not always be determinant between pathtrace calls, which renders cache first bounce useless. + +_No Antialiasing_ | _Antialiasing_ +:-------------------------:|:-------------------------: +![](img/NoDirectLighting.png) | ![](img/antialiasing5000samp.png) +:-------------------------:|:-------------------------: +_No Antialiasing Closeup_ | _Antialiasing Closeup_ +:-------------------------:|:-------------------------: +![](img/noAntialiasingCloseup.png) | ![](img/antialiasingCloseup.png) + +### Direct Lighting + +Direct Lighting was implemented by sending every ray with only 1 bounce left directly to a randomly selected lightsource in the scene. Here are the implementation results: + +_No Direct Lighting_ | _Direct Lighting_ +:-------------------------:|:-------------------------: +![](img/NoDirectLighting.png) | ![](img/DirectLighting.png) + +### Arbitrary Mesh Loading with TinyObjLoader + +In order to parse through an obj file, I used [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader). After parsing, I created triangles and stored points within these triangles, alongside the normal and any other useful information like uv. If the bounding box is turned on, then the Obj geom would contain an array of triangles (host and device). This way, if there is only one obj, we only loop over triangles if the bounding box is hit. If the bounding box is turned off, then each triangle becomes its own geom, meaning we will iterate over all of them check for intersections, potentially wasting loops. + +In order to initialize the device pointers for triangles, I cudaMalloc'd each geom's list of device triangles. To cudaFree them, I performed a cudaMemcpy for the outer pointers (geom pointers) and used those host-accessible pointers to cudaFree the member device vectors. + +Here is the result: + +![](img/refractKat.png) + +_OBJ credit goes to [volkanongun](https://sketchfab.com/3d-models/low-poly-cat-1e7143dfafd04ff4891efcb06949a0b4) on SketchFab!_ + +### UV Texture, Procedural Texture and Bump Mapping + +In order to read UV values and map them to a texture file (png, bmp, etc), I used CudaTextureObject (Documentation). First, I used stbi_loader to parse pixel information from a given png file. Then, I sent pixel information to an array of cudaArray objects, where each cudaArray object contains all pixels associated with a specific texture. I also have an array of cudaTextureObjects, where each cudaTextureObject acts as a "wrapper" for the pixel information so that sampling functions can be called on the pixel information. (However, as a result of using this, I have had to flip my textures vertically to work properly). + +![](img/completeMario2.png) + +![](img/myLink.png) + +![](img/procedural.png) + +I also implemented bump mapping for uv textures. I followed these slides for instructions on bump map calculations: https://www.ics.uci.edu/~majumder/VC/classes/BEmap.pdf + +![](img/nobump.png) + +![](img/yesBumpmap.png) + +## Performance Analysis + +**Stream compaction helps most after a few bounces. Print and plot the effects of stream compaction within a single iteration (i.e. the number of unterminated rays after each bounce) and evaluate the benefits you get from stream compaction.** + +![](img/streamCompactionBasic.png) + +![](img/depthVsTime.png) + +From the above, I printed out the number of remaining paths after each iteration of the while loop inside pathtrace(). It shows Stream Compaction filtering out paths that don't hit anything. Similarly, the second graph shows that since the number of paths decrease on each loop, the runtime also decreases. + +**Compare scenes which are open (like the given cornell box) and closed (i.e. no light can escape the scene). Again, compare the performance effects of stream compaction! Remember, stream compaction only affects rays which terminate, so what might you expect?** + +My hypothesis is that since the scene is closed, all rays will hit something on each bounce. If the user starts within the cornell box, this means stream compaction won't remove any rays unless the light is hit or the path has run through its entire depth, since rays shot out of the camera cannot escape the box and "not hit" anything. + +![](img/pathsNoCompaction.png) + +![](img/runtimeClosedScene.png) + +The results fit my origial hypothesis. + +**Material Sorting Performance** + +Implementing material sorting actually decreased the performance for scenes with 7 different types of materials and 27 different types of materials both. My understanding is that sorting the materials would make sense if the scene had a lot of materials (we could see a performance improvement if we had over 100 materials in one scene). However, compared between the performance with material sorting in 7Mat Scene vs. 27 Mat Scene, we can curiously see that 27 materials generally has lower runtime than 7 materials once we get to trace depth 4 and above. + + +***LOWER IS BETTER*** +![](img/matSort.png) + +**First Bounce Caching** + +As explained earlier, first bounce caching is useful when we have one camera angle and running 5000 calls of pathtrace() on that one camera angle, because the first intersections by shooting rays from the camera to each pixel is deterministic. Based on the results below, we can see a slight increase in FPS by using first bounce cache. + +![](img/cacheComparison.png) + +**Bounding Box for OBJ** + +Based on the results below, using a bounding box for OBJ will generally decrease the Runtime requried for the program overall. In this case, I recorded the output of the first 17 iterations. It can be observed that each iteration's runtime has the bound box scene running much faster than the non bound box scene. + +![](img/boundbox.png) + +## Bloopers! :) + +Too much antialiasing: me without my contacts + +![](img/antialiasing1.png) + +Cursed Black Hole Wahoo + +![](img/wtfWahoo.png) diff --git a/img/DirectLighting.png b/img/DirectLighting.png new file mode 100644 index 0000000..de822c0 Binary files /dev/null and b/img/DirectLighting.png differ diff --git a/img/NoDirectLighting.png b/img/NoDirectLighting.png new file mode 100644 index 0000000..d6016a2 Binary files /dev/null and b/img/NoDirectLighting.png differ diff --git a/img/Refractive.png b/img/Refractive.png new file mode 100644 index 0000000..886e6d4 Binary files /dev/null and b/img/Refractive.png differ diff --git a/img/antialiasing1.png b/img/antialiasing1.png new file mode 100644 index 0000000..6886d9a Binary files /dev/null and b/img/antialiasing1.png differ diff --git a/img/antialiasing2.png 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diff --git a/objs/.mayaSwatches/boxTex.png_hcm.swatch b/objs/.mayaSwatches/boxTex.png_hcm.swatch new file mode 100644 index 0000000..d2aa947 Binary files /dev/null and b/objs/.mayaSwatches/boxTex.png_hcm.swatch differ diff --git a/objs/Trimm_Curvature.png b/objs/Trimm_Curvature.png new file mode 100644 index 0000000..23b37e5 Binary files /dev/null and b/objs/Trimm_Curvature.png differ diff --git a/objs/Trimm_Textures_Map.mtl b/objs/Trimm_Textures_Map.mtl new file mode 100644 index 0000000..16a8e3f --- /dev/null +++ b/objs/Trimm_Textures_Map.mtl @@ -0,0 +1,23 @@ +# Blender MTL File: 'Trimm_Textures_Map.blend' +# Material Count: 2 + +newmtl Dark +Ns 225.000000 +Ka 0.791045 0.791045 0.791045 +Kd 0.015995 0.015995 0.015995 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.450000 +d 1.000000 +illum 3 + +newmtl Unity_Material +Ns 162.623844 +Ka 0.732459 0.732459 0.732459 +Kd 0.173025 0.173025 0.173025 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.450000 +d 1.000000 +illum 3 +map_Bump -bm 2.000000 Trimm_Normal_OpenGL.png diff --git a/objs/box.mtl b/objs/box.mtl new file mode 100644 index 0000000..b1c7cd2 --- /dev/null +++ b/objs/box.mtl @@ -0,0 +1,7 @@ +newmtl initialShadingGroup +illum 4 +Kd 0.00 0.00 0.00 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +map_Kd boxOutline.png +Ni 1.00 diff --git a/objs/boxOutline.png b/objs/boxOutline.png new file mode 100644 index 0000000..301f281 Binary files /dev/null and b/objs/boxOutline.png differ diff --git a/objs/boxTex.png b/objs/boxTex.png new file mode 100644 index 0000000..84187bb Binary files /dev/null and b/objs/boxTex.png differ diff --git a/objs/boxTex.tx b/objs/boxTex.tx new file mode 100644 index 0000000..294ba5e Binary files /dev/null and b/objs/boxTex.tx differ diff --git a/objs/cat.mtl b/objs/cat.mtl new file mode 100644 index 0000000..0f870e9 --- /dev/null +++ b/objs/cat.mtl @@ -0,0 +1,6 @@ +newmtl cat:lambert1 +illum 4 +Kd 1.00 0.64 0.00 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 diff --git a/objs/crystals/crystal1.mtl b/objs/crystals/crystal1.mtl new file mode 100644 index 0000000..0283755 --- /dev/null +++ b/objs/crystals/crystal1.mtl @@ -0,0 +1,16 @@ +newmtl crystal1:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal1:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/crystals/crystal2.mtl b/objs/crystals/crystal2.mtl new file mode 100644 index 0000000..6dd0b69 --- /dev/null +++ b/objs/crystals/crystal2.mtl @@ -0,0 +1,32 @@ +newmtl crystal1:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal1:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl crystal2:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal2:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/cube.mtl b/objs/cube.mtl new file mode 100644 index 0000000..5613008 --- /dev/null +++ b/objs/cube.mtl @@ -0,0 +1,6 @@ +newmtl cube:initialShadingGroup +illum 4 +Kd 0.50 0.50 0.50 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 diff --git a/objs/cylinder.mtl b/objs/cylinder.mtl new file mode 100644 index 0000000..c89145d --- /dev/null +++ b/objs/cylinder.mtl @@ -0,0 +1,6 @@ +newmtl initialShadingGroup +illum 4 +Kd 0.50 0.50 0.50 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 diff --git a/objs/dirt.mtl b/objs/dirt.mtl new file mode 100644 index 0000000..96241a5 --- /dev/null +++ b/objs/dirt.mtl @@ -0,0 +1,94 @@ +newmtl crystal1:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal1:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl crystal2:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal2:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl initialShadingGroup +illum 4 +Kd 0.50 0.50 0.50 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 +newmtl openBottle:Blue +illum 4 +Kd 0.19 0.28 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Green +illum 4 +Kd 0.25 0.80 0.14 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Pampur +illum 4 +Kd 0.23 0.14 0.08 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 0.00 +newmtl openBottle:Purple +illum 4 +Kd 0.51 0.01 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:White +illum 4 +Kd 0.71 0.71 0.71 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Yellow +illum 4 +Kd 0.80 0.80 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:material +illum 4 +Kd 0.80 0.09 0.07 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 diff --git a/objs/link.mtl b/objs/link.mtl new file mode 100644 index 0000000..361f146 --- /dev/null +++ b/objs/link.mtl @@ -0,0 +1,12 @@ +# Blender 3.3.1 MTL File: 'link.blend' +# www.blender.org + +newmtl initialShadingGroup +Ns 0.000000 +Ka 1.000000 1.000000 1.000000 +Kd 0.500000 0.500000 0.500000 +Ks 0.000000 0.000000 0.000000 +Ke 0.000000 0.000000 0.000000 +Ni 1.000000 +d 1.000000 +illum 1 diff --git a/objs/openBottle.mtl b/objs/openBottle.mtl new file mode 100644 index 0000000..e489878 --- /dev/null +++ b/objs/openBottle.mtl @@ -0,0 +1,88 @@ +newmtl crystal1:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal1:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl crystal2:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal2:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl openBottle:Blue +illum 4 +Kd 0.19 0.28 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Green +illum 4 +Kd 0.25 0.80 0.14 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Pampur +illum 4 +Kd 0.23 0.14 0.08 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 0.00 +newmtl openBottle:Purple +illum 4 +Kd 0.51 0.01 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:White +illum 4 +Kd 0.71 0.71 0.71 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Yellow +illum 4 +Kd 0.80 0.80 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:material +illum 4 +Kd 0.80 0.09 0.07 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 diff --git a/objs/ore.png b/objs/ore.png new file mode 100644 index 0000000..1f467c6 Binary files /dev/null and b/objs/ore.png differ diff --git a/objs/plane.mtl b/objs/plane.mtl new file mode 100644 index 0000000..754b13a --- /dev/null +++ b/objs/plane.mtl @@ -0,0 +1,7 @@ +newmtl initialShadingGroup +illum 4 +Kd 0.00 0.00 0.00 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +map_Kd wahoo.bmp +Ni 1.00 diff --git a/objs/rock1.mtl b/objs/rock1.mtl new file mode 100644 index 0000000..5b9b433 --- /dev/null +++ b/objs/rock1.mtl @@ -0,0 +1,13 @@ +# Blender 3.3.1 MTL File: 'None' +# www.blender.org + +newmtl DefaultMaterial +Ns 250.000000 +Ka 1.000000 1.000000 1.000000 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.500000 +d 1.000000 +illum 2 +map_Kd C:/DefaultMaterial_baseColor.jpeg +map_Bump -bm 1.000000 C:/DefaultMaterial_normal.png diff --git a/objs/rocks/rock1.mtl b/objs/rocks/rock1.mtl new file mode 100644 index 0000000..b328a10 --- /dev/null +++ b/objs/rocks/rock1.mtl @@ -0,0 +1,8 @@ +newmtl rock1:DefaultMaterial +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/rocks/rock2.mtl b/objs/rocks/rock2.mtl new file mode 100644 index 0000000..b328a10 --- /dev/null +++ b/objs/rocks/rock2.mtl @@ -0,0 +1,8 @@ +newmtl rock1:DefaultMaterial +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/rocks/rock3.mtl b/objs/rocks/rock3.mtl new file mode 100644 index 0000000..b328a10 --- /dev/null +++ b/objs/rocks/rock3.mtl @@ -0,0 +1,8 @@ +newmtl rock1:DefaultMaterial +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/rocks/rock4.mtl b/objs/rocks/rock4.mtl new file mode 100644 index 0000000..b328a10 --- /dev/null +++ b/objs/rocks/rock4.mtl @@ -0,0 +1,8 @@ +newmtl rock1:DefaultMaterial +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/rocks/rock5.mtl b/objs/rocks/rock5.mtl new file mode 100644 index 0000000..b328a10 --- /dev/null +++ b/objs/rocks/rock5.mtl @@ -0,0 +1,8 @@ +newmtl rock1:DefaultMaterial +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/rocks/rock6.mtl b/objs/rocks/rock6.mtl new file mode 100644 index 0000000..90bd659 --- /dev/null +++ b/objs/rocks/rock6.mtl @@ -0,0 +1,102 @@ +newmtl crystal1:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal1:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl crystal2:BaseCrystal +illum 4 +Kd 0.02 0.02 0.01 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 32.00 +newmtl crystal2:Crystal +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 +newmtl initialShadingGroup +illum 4 +Kd 0.50 0.50 0.50 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 +newmtl openBottle:Blue +illum 4 +Kd 0.19 0.28 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Green +illum 4 +Kd 0.25 0.80 0.14 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Pampur +illum 4 +Kd 0.23 0.14 0.08 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 0.00 +newmtl openBottle:Purple +illum 4 +Kd 0.51 0.01 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:White +illum 4 +Kd 0.71 0.71 0.71 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:Yellow +illum 4 +Kd 0.80 0.80 0.80 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl openBottle:material +illum 4 +Kd 0.80 0.09 0.07 +Ka 0.17 0.17 0.17 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 360.00 +newmtl rock6:DefaultMaterial +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.50 0.50 0.50 +Ns 250.00 diff --git a/objs/sphere.mtl b/objs/sphere.mtl new file mode 100644 index 0000000..c89145d --- /dev/null +++ b/objs/sphere.mtl @@ -0,0 +1,6 @@ +newmtl initialShadingGroup +illum 4 +Kd 0.50 0.50 0.50 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 diff --git a/objs/textures/.mayaSwatches/boxOutline.png_hcm.swatch b/objs/textures/.mayaSwatches/boxOutline.png_hcm.swatch new file mode 100644 index 0000000..66a0608 Binary files /dev/null and b/objs/textures/.mayaSwatches/boxOutline.png_hcm.swatch differ diff --git a/objs/textures/.mayaSwatches/boxTex.png_hcm.swatch b/objs/textures/.mayaSwatches/boxTex.png_hcm.swatch new file mode 100644 index 0000000..4f85224 Binary files /dev/null and b/objs/textures/.mayaSwatches/boxTex.png_hcm.swatch differ diff --git a/objs/textures/.mayaSwatches/wahoo.bmp_hcm.swatch b/objs/textures/.mayaSwatches/wahoo.bmp_hcm.swatch new file mode 100644 index 0000000..f46b460 Binary files /dev/null and b/objs/textures/.mayaSwatches/wahoo.bmp_hcm.swatch differ diff --git a/objs/textures/boxOutline.png b/objs/textures/boxOutline.png new file mode 100644 index 0000000..301f281 Binary files /dev/null and b/objs/textures/boxOutline.png differ diff --git a/objs/textures/boxOutline.tx b/objs/textures/boxOutline.tx new file mode 100644 index 0000000..bcf2ac1 Binary files /dev/null and b/objs/textures/boxOutline.tx differ diff --git a/objs/textures/boxTex.png b/objs/textures/boxTex.png new file mode 100644 index 0000000..d31942a Binary files /dev/null and b/objs/textures/boxTex.png differ diff --git a/objs/textures/boxTex.tx b/objs/textures/boxTex.tx new file mode 100644 index 0000000..f609c9b Binary files /dev/null and b/objs/textures/boxTex.tx differ diff --git a/objs/textures/bump1.jpg b/objs/textures/bump1.jpg new file mode 100644 index 0000000..a08d556 Binary files /dev/null and b/objs/textures/bump1.jpg differ diff --git a/objs/textures/bump1.png b/objs/textures/bump1.png new file mode 100644 index 0000000..cdee46e Binary files /dev/null and b/objs/textures/bump1.png differ diff --git a/objs/textures/grid.jpg b/objs/textures/grid.jpg new file mode 100644 index 0000000..9c0e016 Binary files /dev/null and b/objs/textures/grid.jpg differ diff --git a/objs/textures/grid.png b/objs/textures/grid.png new file mode 100644 index 0000000..d1aa0a2 Binary files /dev/null and b/objs/textures/grid.png differ diff --git a/objs/textures/link.png b/objs/textures/link.png new file mode 100644 index 0000000..b96b447 Binary files /dev/null and b/objs/textures/link.png differ diff --git a/objs/textures/linkFlippedVertical.png b/objs/textures/linkFlippedVertical.png new file mode 100644 index 0000000..6c8b502 Binary files /dev/null and b/objs/textures/linkFlippedVertical.png differ diff --git a/objs/textures/ore.png b/objs/textures/ore.png new file mode 100644 index 0000000..1f467c6 Binary files /dev/null and b/objs/textures/ore.png differ diff --git a/objs/textures/ore.tx b/objs/textures/ore.tx new file mode 100644 index 0000000..eb313fd Binary files /dev/null and b/objs/textures/ore.tx differ diff --git a/objs/textures/wahoo.png b/objs/textures/wahoo.png new file mode 100644 index 0000000..c53064f Binary files /dev/null and b/objs/textures/wahoo.png differ diff --git a/objs/textures/wahoo.tx b/objs/textures/wahoo.tx new file mode 100644 index 0000000..748bf8e Binary files /dev/null and b/objs/textures/wahoo.tx differ diff --git a/objs/textures/wahooFlippedHorizontal.png b/objs/textures/wahooFlippedHorizontal.png new file mode 100644 index 0000000..dfdbcb2 Binary files /dev/null and b/objs/textures/wahooFlippedHorizontal.png differ diff --git a/objs/textures/wahooFlippedVertical.png b/objs/textures/wahooFlippedVertical.png new file mode 100644 index 0000000..77179a3 Binary files /dev/null and b/objs/textures/wahooFlippedVertical.png differ diff --git a/objs/textures/wahooRotated.png b/objs/textures/wahooRotated.png new file mode 100644 index 0000000..0ecc29f Binary files /dev/null and b/objs/textures/wahooRotated.png differ diff --git a/objs/wahoo.bmp b/objs/wahoo.bmp new file mode 100644 index 0000000..bf1598d Binary files /dev/null and b/objs/wahoo.bmp differ diff --git a/objs/wahoo.mtl b/objs/wahoo.mtl new file mode 100644 index 0000000..159e771 --- /dev/null +++ b/objs/wahoo.mtl @@ -0,0 +1,6 @@ +newmtl initialShadingGroup +illum 4 +Kd 0.50 0.50 0.50 +Ka 0.00 0.00 0.00 +Tf 1.00 1.00 1.00 +Ni 1.00 diff --git a/scenes/advanced.txt b/scenes/advanced.txt new file mode 100644 index 0000000..661d8dd --- /dev/null +++ b/scenes/advanced.txt @@ -0,0 +1,454 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0.4 +REFR 0.3 +REFRIOR 1.52 +EMITTANCE 0 + +// stone color +MATERIAL 6 +RGB .6 .6 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// dark turquoise +MATERIAL 8 +RGB 0.05 .3 .3 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// dark brown floor +MATERIAL 9 +RGB 0.27, 0.26, 0.14 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Emissive material (light 2) +MATERIAL 10 +RGB 0.2 0.6 0.6 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Emissive material (light 2) +MATERIAL 11 +RGB 1 0.2 0.4 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Refractive glass purple +MATERIAL 12 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .20 .98 +REFL 0 +REFR 1 +REFRIOR 1.6 +EMITTANCE 0 + +// Refractive glass blue +MATERIAL 13 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .20 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.6 +EMITTANCE 0 + +// Emissive material ( yellow ) +MATERIAL 14 +RGB 0.6 0.6 0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// water +MATERIAL 15 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0.3 +REFR 0.7 +REFRIOR 1.6 +EMITTANCE 0 + +// Imperfect specular refractive white +MATERIAL 16 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0.5 +REFR 0.3 +REFRIOR 0 +EMITTANCE 0 + +// Box texture +TEXTURE 0 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/linkFlippedVertical.png + +// Box texture +TEXTURE 1 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/boxOutline.png + +// Camera +CAMERA +RES 1400 1400 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// red light +OBJECT 0 +cube +material 11 +TRANS -3 0 -3 +ROTAT 0 0 0 +SCALE 1 0.3 1 + +// blue light +OBJECT 1 +cube +material 10 +TRANS 7 1 -1 +ROTAT 0 0 0 +SCALE 1 .3 1 + +// ceil light +OBJECT 2 +cube +material 0 +TRANS 0 15 0 +ROTAT 0 0 0 +SCALE 10 .3 10 + +// low ceiling light +OBJECT 3 +cube +material 0 +TRANS -3 5 13 +ROTAT -45 0 0 +SCALE 10 .3 5 + +// Floor +OBJECT 4 +cube +material 15 +TRANS 0 0.1 0 +ROTAT 0 0 0 +SCALE 20 .01 20 + +// Ceiling +OBJECT 5 +cube +material 1 +TRANS 0 15 0 +ROTAT 0 0 90 +SCALE .01 20 20 + +// Back wall +OBJECT 6 +cube +material 8 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 20 20 + +// Left wall +OBJECT 7 +cube +material 8 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 20 20 + +// Right wall +OBJECT 8 +cube +material 8 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 20 20 + +// link obj +OBJECT 9 +../Project3-CUDA-Path-Tracer/objs/link.obj +material 1 +TRANS 0 0.5 3 +ROTAT 0 -20 0 +SCALE 0.3 0.3 0.3 +TEXTURE 0 + +// non texture stone 1 +OBJECT 10 +../Project3-CUDA-Path-Tracer/objs/rocks/rock1.obj +material 6 +TRANS -5 2 2 +ROTAT 0 0 0 +SCALE 5 5 5 + +// non texture stone 2 +// this obj's origin might be really screwed up +OBJECT 11 +../Project3-CUDA-Path-Tracer/objs/rocks/rock2.obj +material 6 +TRANS -3 2.25 -4 +ROTAT 0 0 0 +SCALE 5 5 5 + +// non texture stone 3 +// this obj's origin might be really screwed up +OBJECT 12 +../Project3-CUDA-Path-Tracer/objs/rocks/rock3.obj +material 6 +TRANS -2 2.25 3 +ROTAT 0 0 0 +SCALE 5 5 5 + +// non texture stone 4 +// this obj's origin might be really screwed up +OBJECT 13 +../Project3-CUDA-Path-Tracer/objs/rocks/rock4.obj +material 6 +TRANS -1 2.5 3 +ROTAT 0 0 0 +SCALE 5 5 5 + +// non texture stone 5 +// this obj's origin might be really screwed up +OBJECT 14 +../Project3-CUDA-Path-Tracer/objs/rocks/rock5.obj +material 6 +TRANS -10 2.5 0 +ROTAT 0 0 0 +SCALE 5 5 5 + +// non texture quartz +// this obj's origin might be really screwed up +OBJECT 15 +../Project3-CUDA-Path-Tracer/objs/crystals/crystal1.obj +material 12 +TRANS -3 0 -3 +ROTAT 0 0 0 +SCALE 3 3 3 + +// non texture quartz +// this obj's origin might be really screwed up +OBJECT 16 +../Project3-CUDA-Path-Tracer/objs/crystals/crystal2.obj +material 15 +TRANS 7 0 -1 +ROTAT 0 0 0 +SCALE 3 3 3 + +// bottle +OBJECT 17 +../Project3-CUDA-Path-Tracer/objs/openBottle.obj +material 5 +TRANS -1.5 0.5 4 +ROTAT 0 0 0 +SCALE 1 1 1 + +// fairy in bottle +OBJECT 18 +sphere +material 14 +TRANS -1.5 1 4 +ROTAT 0 0 0 +SCALE 0.3 0.3 0.3 + +// fairy +OBJECT 19 +sphere +material 14 +TRANS -3 8 0 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// fairy +OBJECT 20 +sphere +material 14 +TRANS -1 7 5 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// fairy +OBJECT 21 +sphere +material 14 +TRANS 3 8 2 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// fairy +OBJECT 22 +sphere +material 14 +TRANS -3 5 2 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// fairy +OBJECT 23 +sphere +material 14 +TRANS -2 3 -1 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// fairy +OBJECT 24 +sphere +material 14 +TRANS -5 3 -1 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// fairy +OBJECT 25 +sphere +material 14 +TRANS -5 2 5 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 + +// floor below dirt +OBJECT 26 +cube +material 7 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 20 + +// dirt +OBJECT 27 +../Project3-CUDA-Path-Tracer/objs/dirt.obj +material 9 +TRANS 0 -1 0 +ROTAT 0 0 0 +SCALE 1 1 1 + +// non texture stone 6 +// this obj's origin might be really screwed up +OBJECT 28 +../Project3-CUDA-Path-Tracer/objs/rocks/rock6.obj +material 6 +TRANS -3 0 5 +ROTAT 0 0 0 +SCALE 5 5 5 + +// non texture stone 6 +// this obj's origin might be really screwed up +OBJECT 29 +../Project3-CUDA-Path-Tracer/objs/rocks/rock6.obj +material 6 +TRANS -2 0 3 +ROTAT 0 0 0 +SCALE 2 2 2 + +// fairy +OBJECT 30 +sphere +material 14 +TRANS -3 7 5 +ROTAT 0 0 0 +SCALE 0.25 0.25 0.25 + +// fairy +OBJECT 31 +sphere +material 14 +TRANS 4 2 4 +ROTAT 0 0 0 +SCALE 0.2 0.2 0.2 diff --git a/scenes/bump.txt b/scenes/bump.txt new file mode 100644 index 0000000..83e3051 --- /dev/null +++ b/scenes/bump.txt @@ -0,0 +1,168 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Box texture +TEXTURE 0 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/grid.png + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 1 +cube +material 0 +TRANS -5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 2 +cube +material 0 +TRANS 5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 3 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 10 + +// Ceiling +OBJECT 4 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 10 + +// Back wall +OBJECT 5 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 6 +cube +material 6 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 7 +cube +material 7 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// texture obj +OBJECT 8 +../Project3-CUDA-Path-Tracer/objs/box.obj +material 4 +TRANS 0 2 0 +ROTAT -30 0 0 +SCALE 3 3 3 +TEXTURE 0 \ No newline at end of file diff --git a/scenes/cat.txt b/scenes/cat.txt new file mode 100644 index 0000000..2638740 --- /dev/null +++ b/scenes/cat.txt @@ -0,0 +1,151 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0.3 +REFR 0.7 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Box texture +TEXTURE 0 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/boxTex.png + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 5 .3 5 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 6 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 7 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// diffuse cat +OBJECT 6 +../Project3-CUDA-Path-Tracer/objs/cat.obj +material 5 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 3 3 3 \ No newline at end of file diff --git a/scenes/cornellCustom.txt b/scenes/cornellCustom.txt new file mode 100644 index 0000000..c828da3 --- /dev/null +++ b/scenes/cornellCustom.txt @@ -0,0 +1,172 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 6 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 7 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// cube specular +OBJECT 6 +cube +material 4 +TRANS -2 4 -1 +ROTAT 0 45 0 +SCALE 3 3 3 + +// Glass cube +OBJECT 7 +cube +material 5 +TRANS 2 7 -2 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Glass sphere +OBJECT 8 +sphere +material 5 +TRANS 2 2 2 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 9 +sphere +material 1 +TRANS -2 1 2 +ROTAT 0 0 0 +SCALE 3 3 3 + diff --git a/scenes/depth.txt b/scenes/depth.txt new file mode 100644 index 0000000..4f0f1df --- /dev/null +++ b/scenes/depth.txt @@ -0,0 +1,179 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 1 +cube +material 0 +TRANS -5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 2 +cube +material 0 +TRANS 5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 3 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 10 + +// Ceiling +OBJECT 4 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 10 + +// Back wall +OBJECT 5 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 6 +cube +material 6 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 7 +cube +material 7 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 8 +sphere +material 1 +TRANS -4 4 2 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 9 +sphere +material 2 +TRANS 0 4 0 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 10 +sphere +material 3 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 3 3 3 \ No newline at end of file diff --git a/scenes/manyMats.txt b/scenes/manyMats.txt new file mode 100644 index 0000000..0c2c064 --- /dev/null +++ b/scenes/manyMats.txt @@ -0,0 +1,579 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 8 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 9 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 10 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 11 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 12 +RGB .48 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 13 +RGB .33 .68 .238 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 14 +RGB .98 .34 .65 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 15 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 16 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 17 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 18 +RGB .24 .7 .58 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 19 +RGB .54 .87 .67 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 20 +RGB .98 .1 .1 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 21 +RGB .2 .98 .3 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 22 +RGB .68 .28 .345 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 23 +RGB .58 .68 .23 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 24 +RGB .16 .98 .46 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 25 +RGB .98 .2 .88 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 26 +RGB .98 .35 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Specular white +MATERIAL 27 +RGB .7 .98 .7 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 1 +cube +material 0 +TRANS -5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 2 +cube +material 0 +TRANS 5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 3 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 10 + +// Ceiling +OBJECT 4 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 10 + +// Back wall +OBJECT 5 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 6 +cube +material 6 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 7 +cube +material 7 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 8 +sphere +material 1 +TRANS -4 4 2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 9 +sphere +material 2 +TRANS 0 4 0 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 10 +sphere +material 3 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 11 +sphere +material 4 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 12 +sphere +material 5 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 13 +sphere +material 6 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 14 +sphere +material 7 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 15 +sphere +material 8 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 16 +sphere +material 9 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 17 +sphere +material 10 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 18 +sphere +material 11 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 19 +sphere +material 12 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 20 +sphere +material 13 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 21 +sphere +material 14 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 22 +sphere +material 15 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 23 +sphere +material 16 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 24 +sphere +material 17 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 25 +sphere +material 18 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 26 +sphere +material 19 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 27 +sphere +material 20 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 28 +sphere +material 21 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 29 +sphere +material 22 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 30 +sphere +material 23 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 31 +sphere +material 24 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 32 +sphere +material 25 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 33 +sphere +material 26 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 + +// Sphere +OBJECT 34 +sphere +material 27 +TRANS 4 4 -2 +ROTAT 0 0 0 +SCALE 1 1 1 \ No newline at end of file diff --git a/scenes/proceduralTex.txt b/scenes/proceduralTex.txt new file mode 100644 index 0000000..07798d1 --- /dev/null +++ b/scenes/proceduralTex.txt @@ -0,0 +1,168 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0.5 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Box texture +TEXTURE 0 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/boxOutline.png + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 1 +cube +material 0 +TRANS -5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 2 +cube +material 0 +TRANS 5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 3 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 10 + +// Ceiling +OBJECT 4 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 10 + +// Back wall +OBJECT 5 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 6 +cube +material 6 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 7 +cube +material 7 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// texture obj +OBJECT 8 +../Project3-CUDA-Path-Tracer/objs/box.obj +material 1 +TRANS 0 2 0 +ROTAT 0 0 0 +SCALE 3 3 3 +TEXTURE 0 diff --git a/scenes/specSurface.txt b/scenes/specSurface.txt new file mode 100644 index 0000000..6df3fef --- /dev/null +++ b/scenes/specSurface.txt @@ -0,0 +1,179 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0.5 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 1 +cube +material 0 +TRANS -5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 2 +cube +material 0 +TRANS 5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 3 +cube +material 4 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 10 + +// Ceiling +OBJECT 4 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 10 + +// Back wall +OBJECT 5 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 6 +cube +material 6 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 7 +cube +material 7 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 8 +sphere +material 1 +TRANS -4 2 0 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 9 +sphere +material 2 +TRANS 0 2 0 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 10 +sphere +material 3 +TRANS 4 2 0 +ROTAT 0 0 0 +SCALE 3 3 3 \ No newline at end of file diff --git a/scenes/textureBox.txt b/scenes/textureBox.txt new file mode 100644 index 0000000..84e7613 --- /dev/null +++ b/scenes/textureBox.txt @@ -0,0 +1,112 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 2 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 3 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Box texture +TEXTURE 0 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/boxOutline.png + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// texture obj +OBJECT 6 +../Project3-CUDA-Path-Tracer/objs/box.obj +material 1 +TRANS 0 2 0 +ROTAT 0 0 0 +SCALE 1 1 1 +TEXTURE 0 \ No newline at end of file diff --git a/scenes/wahoo.txt b/scenes/wahoo.txt new file mode 100644 index 0000000..3d1b8a2 --- /dev/null +++ b/scenes/wahoo.txt @@ -0,0 +1,176 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Refractive glass +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.52 +EMITTANCE 0 + +// Diffuse lilac +MATERIAL 6 +RGB .6 .6 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse yellow +MATERIAL 7 +RGB 1 .9 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Box texture +TEXTURE 0 +PATH ../Project3-CUDA-Path-Tracer/objs/textures/wahooFlippedVertical.png + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 1 +cube +material 0 +TRANS -5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light +OBJECT 2 +cube +material 0 +TRANS 5 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 3 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 10 + +// Ceiling +OBJECT 4 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 10 + +// Back wall +OBJECT 5 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 6 +cube +material 6 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 7 +cube +material 7 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// texture obj +OBJECT 8 +../Project3-CUDA-Path-Tracer/objs/wahoo.obj +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 0.75 0.75 0.75 +TEXTURE 0 + +// front light +OBJECT 9 +cube +material 0 +TRANS 0 5 12 +ROTAT 0 0 0 +SCALE 3 3 .3 \ No newline at end of file diff --git a/src/image.cpp b/src/image.cpp index 9405155..da9f108 100644 --- a/src/image.cpp +++ b/src/image.cpp @@ -19,6 +19,10 @@ void image::setPixel(int x, int y, const glm::vec3 &pixel) { pixels[(y * xSize) + x] = pixel; } +glm::vec3 image::getPixel(int x, int y) { + return pixels[(y * xSize) + x]; +} + void image::savePNG(const std::string &baseFilename) { unsigned char *bytes = new unsigned char[3 * xSize * ySize]; for (int y = 0; y < ySize; y++) { diff --git a/src/image.h b/src/image.h index ae1b768..c02aef9 100644 --- a/src/image.h +++ b/src/image.h @@ -14,6 +14,7 @@ class image { image(int x, int y); ~image(); void setPixel(int x, int y, const glm::vec3 &pixel); + glm::vec3 getPixel(int x, int y); void savePNG(const std::string &baseFilename); void saveHDR(const std::string &baseFilename); }; diff --git a/src/interactions.h b/src/interactions.h index f969e45..f2fa967 100644 --- a/src/interactions.h +++ b/src/interactions.h @@ -1,6 +1,8 @@ #pragma once #include "intersections.h" +#include "stb_image.h" +#include "cuda_runtime.h" // CHECKITOUT /** @@ -41,6 +43,101 @@ glm::vec3 calculateRandomDirectionInHemisphere( + sin(around) * over * perpendicularDirection2; } +#if USE_PROCEDURAL_TEXTURE +__host__ __device__ +float fract(float x) +{ + return x - floorf(x); +} + +__host__ __device__ +float mix(float x, float y, float a) { + return x * (1.f - a) + y * a; +} + +__host__ __device__ +//FBM NOISE FIRST VARIANT +float random3D(glm::vec3 p) { + return sin(glm::length(glm::vec3(fract(glm::dot(p, glm::vec3(161.1, 121.8, 160.2))), + fract(glm::dot(p, glm::vec3(120.5, 161.3, 160.4))), + fract(glm::dot(p, glm::vec3(161.4, 161.2, 122.5))))) * 435.90906); +} + +__host__ __device__ +float interpolateNoise3D(float x, float y, float z) +{ + int intX = int(floor(x)); + float fractX = fract(x); + int intY = int(floor(y)); + float fractY = fract(y); + int intZ = int(floor(z)); + float fractZ = fract(z); + + float v1 = random3D(glm::vec3(intX, intY, intZ)); + float v2 = random3D(glm::vec3(intX + 1, intY, intZ)); + float v3 = random3D(glm::vec3(intX, intY + 1, intZ)); + float v4 = random3D(glm::vec3(intX + 1, intY + 1, intZ)); + + float v5 = random3D(glm::vec3(intX, intY, intZ + 1)); + float v6 = random3D(glm::vec3(intX + 1, intY, intZ + 1)); + float v7 = random3D(glm::vec3(intX, intY + 1, intZ + 1)); + float v8 = random3D(glm::vec3(intX + 1, intY + 1, intZ + 1)); + + + float i1 = mix(v1, v2, fractX); + float i2 = mix(v3, v4, fractX); + + //mix between i1 and i2 + float i3 = mix(i1, i2, fractY); + + float i4 = mix(v5, v6, fractX); + float i5 = mix(v7, v8, fractX); + + //mix between i3 and i4 + float i6 = mix(i4, i5, fractY); + + //mix between i3 and i6 + float i7 = mix(i3, i6, fractZ); + + return i7; +} + +__host__ __device__ +float fbmNoise(float x, float y, float z) +{ + float total = 0.0; + float persistence = 0.3; + float frequency = 2.0; + float amplitude = 6.0; + int octaves = 2; + + for (int i = 1; i <= octaves; i++) { + total += amplitude * interpolateNoise3D(frequency * x, frequency * y, frequency * z); + frequency *= 2.0; + amplitude *= persistence; + } + return total; +} + +__host__ __device__ +glm::vec3 proceduralTexture(glm::vec3 pos, const Material& m) { + float noise = fbmNoise(pos.x, pos.y, pos.z); + glm::vec3 pink = glm::vec3(217.f, 93.f, 184.f) / 255.f; + glm::vec3 blue = glm::vec3(81.f, 187.f, 245.f) / 255.f; + + glm::vec3 surfaceColor = glm::vec3(0.f); + if (noise > 0.5) { + surfaceColor = blue; + } + else { + surfaceColor = pink; + } + + return surfaceColor; +} + +#endif + /** * Scatter a ray with some probabilities according to the material properties. * For example, a diffuse surface scatters in a cosine-weighted hemisphere. @@ -58,7 +155,7 @@ glm::vec3 calculateRandomDirectionInHemisphere( * being taken. * - This way is inefficient, but serves as a good starting point - it * converges slowly, especially for pure-diffuse or pure-specular. - * - Pick the split based on the intensity of each material color, and divide + * - Pick the split based on the intensity of each material color that you hit, and divide * branch result by that branch's probability (whatever probability you use). * * This method applies its changes to the Ray parameter `ray` in place. @@ -66,14 +163,258 @@ glm::vec3 calculateRandomDirectionInHemisphere( * * You may need to change the parameter list for your purposes! */ -__host__ __device__ +#if USE_UV +__device__ void scatterRay( PathSegment & pathSegment, glm::vec3 intersect, glm::vec3 normal, + int texid, + glm::vec2 uv, const Material &m, + // cudaArray_t &tex, + cudaTextureObject_t &texObject, + int numChannels, thrust::default_random_engine &rng) { // TODO: implement this. // A basic implementation of pure-diffuse shading will just call the // calculateRandomDirectionInHemisphere defined above. + // treat the rest as perfectly specular. + // assuming there's only one light + + // based on float value of reflective and refractive + // with float percent likelihood the ray goes reflective vs. refractive + + thrust::uniform_real_distribution u01(0, 1); + + float randGen = u01(rng); + + glm::vec3 pointColor; + + if (texid != -1) { + float u = uv[0]; + float v = uv[1]; + + float4 finalcol = tex2D(texObject, u, v); + pointColor = glm::vec3(finalcol.x, finalcol.y, finalcol.z); + + } + else { + pointColor = m.color; + } + + if (randGen <= m.hasReflective) { + // take a reflective ray + glm::vec3 newDirection = glm::reflect(pathSegment.ray.direction, normal); + Ray newRay = { + intersect, + newDirection + }; + + PathSegment newPath = { + newRay, + m.specular.color * pointColor * pathSegment.color * m.hasReflective, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } + else if (randGen <= m.hasReflective + m.hasRefractive) { + // take a refractive ray + float airIOR = 1.0f; + float eta = airIOR / m.indexOfRefraction; + + float cosTheta = glm::dot(-1.f * pathSegment.ray.direction, normal); + + // then entering + bool entering = cosTheta > 0; + + if (!entering) { + eta = 1.0f / eta; // invert eta + } + + float sinThetaI = sqrt(1.0 - cosTheta * cosTheta); + float sinThetaT = eta * sinThetaI; + + glm::vec3 newDirection = pathSegment.ray.direction; + + // if total internal reflection + if (sinThetaT >= 1) { + newDirection = glm::normalize(glm::reflect(pathSegment.ray.direction, normal)); + } + else { + newDirection = glm::normalize(glm::refract(pathSegment.ray.direction, normal, eta)); + } + + glm::vec3 newColor = pathSegment.color * pointColor * m.specular.color; + + Ray newRay = { + intersect + 0.001f * pathSegment.ray.direction, + newDirection + }; + + PathSegment newPath = { + newRay, + newColor, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } + else { + // only diffuse + glm::vec3 newDirection = calculateRandomDirectionInHemisphere(normal, rng); + Ray newRay = { + intersect, + newDirection + }; + + PathSegment newPath = { + newRay, + pointColor * pathSegment.color, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } +} + +#else +__host__ __device__ +void scatterRay( + PathSegment& pathSegment, + glm::vec3 intersect, + glm::vec3 normal, + const Material& m, + thrust::default_random_engine& rng +#if USE_PROCEDURAL_TEXTURE + , bool hasHitObj +#endif +) { + // TODO: implement this. + // A basic implementation of pure-diffuse shading will just call the + // calculateRandomDirectionInHemisphere defined above. + // treat the rest as perfectly specular. + // assuming there's only one light + + // based on float value of reflective and refractive + // with float percent likelihood the ray goes reflective vs. refractive + + thrust::uniform_real_distribution u01(0, 1); + + float randGen = u01(rng); + + glm::vec3 pointColor = m.color; + +#if USE_PROCEDURAL_TEXTURE && LOAD_OBJ + if (hasHitObj) { + // if this ray has hit an obj + pointColor = proceduralTexture(intersect, m); + } +#endif + + // if perfectly specular + if (m.hasReflective == 1) { + glm::vec3 newDirection = glm::reflect(pathSegment.ray.direction, normal); + Ray newRay = { + intersect, + newDirection + }; + + PathSegment newPath = { + newRay, + m.specular.color * pointColor * pathSegment.color * m.hasReflective, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } + else if (randGen <= m.hasReflective) { + // if not perfectly specular + + thrust::uniform_real_distribution u02(0.1, 0.2); + float jitterX = u02(rng); + float jitterY = u02(rng); + + glm::vec3 perfectSpecularDir = glm::reflect(pathSegment.ray.direction, normal); + glm::vec3 newDirection = glm::normalize(glm::vec3(perfectSpecularDir[0] + jitterX, perfectSpecularDir[1] + jitterY, perfectSpecularDir[2])); // todo change this direction + Ray newRay = { + intersect, + newDirection + }; + + PathSegment newPath = { + newRay, + m.specular.color * pointColor * pathSegment.color * m.hasReflective, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } + else if (randGen <= m.hasReflective + m.hasRefractive) { + // take a refractive ray + float airIOR = 1.0f; + float eta = airIOR / m.indexOfRefraction; + + float cosTheta = glm::dot(-1.f * pathSegment.ray.direction, normal); + + // then entering + bool entering = cosTheta > 0; + + if (!entering) { + eta = 1.0f / eta; // invert eta + } + + float sinThetaI = sqrt(1.0 - cosTheta * cosTheta); + float sinThetaT = eta * sinThetaI; + + glm::vec3 newDirection = pathSegment.ray.direction; + + // if total internal reflection + if (sinThetaT >= 1) { + newDirection = glm::normalize(glm::reflect(pathSegment.ray.direction, normal)); + } + else { + newDirection = glm::normalize(glm::refract(pathSegment.ray.direction, normal, eta)); + } + + glm::vec3 newColor = pathSegment.color * pointColor * m.specular.color; + + Ray newRay = { + intersect + 0.001f * pathSegment.ray.direction, + newDirection + }; + + PathSegment newPath = { + newRay, + newColor, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } + else { + // only diffuse + glm::vec3 newDirection = calculateRandomDirectionInHemisphere(normal, rng); + Ray newRay = { + intersect, + newDirection + }; + + PathSegment newPath = { + newRay, + pointColor * pathSegment.color, + pathSegment.pixelIndex, + pathSegment.remainingBounces + }; + + pathSegment = newPath; + } } +#endif \ No newline at end of file diff --git a/src/intersections.h b/src/intersections.h index b150407..7c83c0c 100644 --- a/src/intersections.h +++ b/src/intersections.h @@ -5,6 +5,7 @@ #include "sceneStructs.h" #include "utilities.h" +#include "cuda_runtime.h" /** * Handy-dandy hash function that provides seeds for random number generation. @@ -142,3 +143,150 @@ __host__ __device__ float sphereIntersectionTest(Geom sphere, Ray r, return glm::length(r.origin - intersectionPoint); } + +__host__ __device__ float boundBoxIntersectionTest(Geom* geom, Ray r, glm::vec3& intersectionPoint, glm::vec3& normal, bool& outside) { + Ray q; + q.origin = multiplyMV(geom->inverseTransform, glm::vec4(r.origin, 1.0f)); + q.direction = glm::normalize(multiplyMV(geom->inverseTransform, glm::vec4(r.direction, 0.0f))); + + glm::vec3 bbmin = geom->bound.minCorner; + glm::vec3 bbmax = geom->bound.maxCorner; + + float tmin = -1e38f; + float tmax = 1e38f; + glm::vec3 tmin_n; + glm::vec3 tmax_n; + for (int xyz = 0; xyz < 3; ++xyz) { + float qdxyz = q.direction[xyz]; + /*if (glm::abs(qdxyz) > 0.00001f)*/ { + // divide by 2 if everything goes wrong + float t1 = (bbmin[xyz] - q.origin[xyz]) / qdxyz; + float t2 = (bbmax[xyz] - q.origin[xyz]) / qdxyz; + float ta = glm::min(t1, t2); + float tb = glm::max(t1, t2); + glm::vec3 n; + n[xyz] = t2 < t1 ? +1 : -1; + if (ta > 0 && ta > tmin) { + tmin = ta; + tmin_n = n; + } + if (tb < tmax) { + tmax = tb; + tmax_n = n; + } + } + } + + if (tmax >= tmin && tmax > 0) { + outside = true; + if (tmin <= 0) { + tmin = tmax; + tmin_n = tmax_n; + outside = false; + } + intersectionPoint = multiplyMV(geom->transform, glm::vec4(getPointOnRay(q, tmin), 1.0f)); + normal = glm::normalize(multiplyMV(geom->invTranspose, glm::vec4(tmin_n, 0.0f))); + return glm::length(r.origin - intersectionPoint); + } + return -1; + +} + +#if BUMP_MAP +__device__ float triangleIntersectionTest(Geom* geom, Triangle* triangle, Ray r, + glm::vec3& intersectionPoint, glm::vec3& normal, glm::vec2& uv, cudaTextureObject_t& texObject, Texture& tex, bool& outside) { + + glm::vec3 screenPA = glm::vec3(geom->transform * triangle->pointA.pos); + glm::vec3 screenPB = glm::vec3(geom->transform * triangle->pointB.pos); + glm::vec3 screenPC = glm::vec3(geom->transform * triangle->pointC.pos); + + glm::vec3 baryPosition; + + bool doesIntersect = glm::intersectRayTriangle(r.origin, r.direction, screenPA, screenPB, screenPC, baryPosition); + + float u = baryPosition.r; + float v = baryPosition.g; + float t = baryPosition.b; + + if (!doesIntersect) { + return -1.0f; + } + + intersectionPoint = getPointOnRay(r, t); + + // calculate bump map value + float4 texColor = tex2D(texObject, uv[0], uv[1]); + glm::vec3 pointColor = glm::vec3(texColor.x, texColor.y, texColor.z); + + float uOffset = 1.f / tex.width; + float vOffset = 1.f / tex.height; + + // calculate right neighbor uv: + glm::vec2 rightUV = glm::vec2(u + uOffset, v); + + // subtract color from its right neighbor + float4 rightColor = tex2D(texObject, rightUV[0], rightUV[1]); + glm::vec3 rightPointColor = glm::vec3(rightColor.x, rightColor.y, rightColor.z); + glm::vec3 colorDiffRight = pointColor - rightPointColor; + + // calculate down neighbor uv: + glm::vec2 downUV = glm::vec2(u, v + vOffset); + + // subtract color from its down neighbor + float4 downColor = tex2D(texObject, downUV[0], downUV[1]); + glm::vec3 downPointColor = glm::vec3(downColor.x, downColor.y, downColor.z); + glm::vec3 colorDiffDown = pointColor - downPointColor; + + glm::vec3 prevNormal = glm::vec3((1 - u - v) * triangle->pointA.nor + u * triangle->pointB.nor + v * triangle->pointC.nor); + + glm::vec3 tangent = cross(prevNormal, r.direction); + + normal = glm::normalize(prevNormal + colorDiffDown * cross(prevNormal, glm::vec3(1, 0, 0)) + colorDiffRight * cross(prevNormal, glm::vec3(0, 1, 0))); + + if (geom->textureid != -1) { + uv = glm::vec2((1 - u - v) * triangle->pointA.uv + u * triangle->pointB.uv + v * triangle->pointC.uv); + } + + if (!outside) { + normal *= -1.f; + } + + return t; + +} +#else +__host__ __device__ float triangleIntersectionTest(Geom* geom, Triangle* triangle, Ray r, + glm::vec3& intersectionPoint, glm::vec3& normal, glm::vec2 &uv, bool& outside) { + + glm::vec3 screenPA = glm::vec3(geom->transform * triangle->pointA.pos); + glm::vec3 screenPB = glm::vec3(geom->transform * triangle->pointB.pos); + glm::vec3 screenPC = glm::vec3(geom->transform * triangle->pointC.pos); + + glm::vec3 baryPosition; + + bool doesIntersect = glm::intersectRayTriangle(r.origin, r.direction, screenPA, screenPB, screenPC, baryPosition); + + float u = baryPosition.r; + float v = baryPosition.g; + float t = baryPosition.b; + + if (!doesIntersect) { + return -1.0f; + } + + intersectionPoint = getPointOnRay(r, t); + + normal = glm::vec3((1 - u- v) * triangle->pointA.nor + u * triangle->pointB.nor + v * triangle->pointC.nor); + + if (geom->textureid != -1) { + uv = glm::vec2((1 - u - v) * triangle->pointA.uv + u * triangle->pointB.uv + v * triangle->pointC.uv); + } + + if (!outside) { + normal *= -1.f; + } + + return t; + +} +#endif diff --git a/src/main.cpp b/src/main.cpp index 96127b6..7d66c4d 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,3 +1,6 @@ +#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc +#include "tiny_obj_loader.h" + #include "main.h" #include "preview.h" #include diff --git a/src/pathtrace.cu b/src/pathtrace.cu index fd2a464..d8a8d9f 100644 --- a/src/pathtrace.cu +++ b/src/pathtrace.cu @@ -4,6 +4,12 @@ #include #include #include +#include +#include +#include +#include +#include +#include #include "sceneStructs.h" #include "scene.h" @@ -14,10 +20,25 @@ #include "intersections.h" #include "interactions.h" +#include + #define ERRORCHECK 1 +#define SORT_MATERIALS 0 +#define CACHE_FIRST_BOUNCE 0 // note that Cache first bounce and antialiasing cannot be on at the same time. +#define ANTIALIASING 0 +#define DEPTH_OF_FIELD 0 // depth of field focus defined later +#define DIRECT_LIGHTING 0 +#define PERF_ANALYSIS 1 #define FILENAME (strrchr(__FILE__, '/') ? strrchr(__FILE__, '/') + 1 : __FILE__) #define checkCUDAError(msg) checkCUDAErrorFn(msg, FILENAME, __LINE__) + +PerformanceTimer& timer() +{ + static PerformanceTimer timer; + return timer; +} + void checkCUDAErrorFn(const char* msg, const char* file, int line) { #if ERRORCHECK cudaDeviceSynchronize(); @@ -76,33 +97,153 @@ static PathSegment* dev_paths = NULL; static ShadeableIntersection* dev_intersections = NULL; // TODO: static variables for device memory, any extra info you need, etc // ... +#if CACHE_FIRST_BOUNCE +static ShadeableIntersection* dev_cached_intersections = NULL; +#endif + +static Texture* dev_textures = NULL; +static std::vector dev_texData; +static std::vector host_textureObjs; +static cudaTextureObject_t* dev_textureObjs; +static int* dev_textureChannels; + +static int numTextures; +static int numGeoms; //cursed variables to cudaFree nested pointers; + +static Geom* dev_lights = NULL; + +#if PERF_ANALYSIS +static cudaEvent_t beginEvent = NULL; +static cudaEvent_t endEvent = NULL; +#endif void InitDataContainer(GuiDataContainer* imGuiData) { guiData = imGuiData; } +// specialized function just to cudaMalloc textures +void createTexture(const Texture &t, int numChannels, int texIdx) { + // create a channel desc + cudaChannelFormatDesc channelDesc; + + if (numChannels == 4) { + channelDesc = cudaCreateChannelDesc(); + checkCUDAError("cudaCreateChannelDesc 4 failed"); + } + else if (numChannels == 3) { + channelDesc = cudaCreateChannelDesc(); + checkCUDAError("cudaCreateChannelDesc 3 failed"); + } + + cudaMallocArray(&dev_texData[texIdx], &channelDesc, t.width, t.height); + checkCUDAError("CudaMallocArray textures failed"); + + cudaMemcpyToArray(dev_texData[texIdx], 0, 0, t.host_texData, t.height * t.width * numChannels * sizeof(unsigned char), cudaMemcpyHostToDevice); + checkCUDAError("CudaMemcpyToArray textures failed"); + + struct cudaResourceDesc resDesc; + memset(&resDesc, 0, sizeof(resDesc)); + resDesc.resType = cudaResourceTypeArray; + resDesc.res.array.array = dev_texData[texIdx]; + + struct cudaTextureDesc texDesc; + memset(&texDesc, 0, sizeof(texDesc)); + texDesc.addressMode[0] = cudaAddressModeWrap; + texDesc.addressMode[1] = cudaAddressModeWrap; + texDesc.filterMode = cudaFilterModeLinear; + texDesc.readMode = cudaReadModeNormalizedFloat; + texDesc.normalizedCoords = 1; + + cudaTextureObject_t texObj = 0; + cudaCreateTextureObject(&texObj, &resDesc, &texDesc, NULL); + checkCUDAError("Cuda create texture object failed"); + cudaMemcpy(&dev_textureObjs[texIdx], &texObj, sizeof(cudaTextureObject_t), cudaMemcpyHostToDevice); + checkCUDAError("CudaMemcpy dev_textureObjs failed"); +} + void pathtraceInit(Scene* scene) { hst_scene = scene; + numTextures = hst_scene->textures.size(); + + numGeoms = hst_scene->geoms.size(); const Camera& cam = hst_scene->state.camera; const int pixelcount = cam.resolution.x * cam.resolution.y; cudaMalloc(&dev_image, pixelcount * sizeof(glm::vec3)); + checkCUDAError("cudaMalloc dev_image failed"); cudaMemset(dev_image, 0, pixelcount * sizeof(glm::vec3)); + checkCUDAError("cudaMemsetd dev_image failed"); cudaMalloc(&dev_paths, pixelcount * sizeof(PathSegment)); + checkCUDAError("cudaMalloc dev_paths failed"); + + for (int i = 0; i < scene->geoms.size(); i++) { + if (scene->geoms[i].numTris > 0) { + cudaMalloc(&(scene->geoms[i].device_tris), scene->geoms[i].numTris * sizeof(Triangle)); + checkCUDAError("cudaMalloc device_tris failed"); + cudaMemcpy(scene->geoms[i].device_tris, scene->geoms[i].host_tris, scene->geoms[i].numTris * sizeof(Triangle), cudaMemcpyHostToDevice); + checkCUDAError("cudaMemcpy device_tris failed"); + } + } cudaMalloc(&dev_geoms, scene->geoms.size() * sizeof(Geom)); + checkCUDAError("cudaMalloc dev_geoms failed"); cudaMemcpy(dev_geoms, scene->geoms.data(), scene->geoms.size() * sizeof(Geom), cudaMemcpyHostToDevice); + checkCUDAError("cudaMemcpy gev_geoms failed"); cudaMalloc(&dev_materials, scene->materials.size() * sizeof(Material)); + checkCUDAError("cudaMalloc dev_materials failed"); cudaMemcpy(dev_materials, scene->materials.data(), scene->materials.size() * sizeof(Material), cudaMemcpyHostToDevice); + checkCUDAError("cudaMemcpy dev_materials failed"); cudaMalloc(&dev_intersections, pixelcount * sizeof(ShadeableIntersection)); + checkCUDAError("cudaMalloc dev_intersections failed"); cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + checkCUDAError("cudaMemcpy dev_intersectionsf ailed"); + +#if USE_UV + cudaMalloc(&dev_textureChannels, scene->textures.size() * sizeof(int)); + checkCUDAError("cudaMalloc dev_textureChannels failed"); - // TODO: initialize any extra device memeory you need + for (int i = 0; i < scene->textures.size(); i++) { + cudaMemcpy(&dev_textureChannels[i], &scene->textures[i].channels, sizeof(int), cudaMemcpyHostToDevice); + checkCUDAError("cudaMalloc dev_textureChannels failed"); + } + + cudaMalloc(&dev_textures, scene->textures.size() * sizeof(Texture)); + checkCUDAError("cudaMalloc dev_textures failed"); + cudaMemcpy(dev_textures, scene->textures.data(), scene->textures.size() * sizeof(Texture), cudaMemcpyHostToDevice); + checkCUDAError("cudaMemcpy dev_textures failed"); + + cudaMalloc(&dev_textureObjs, scene->textures.size() * sizeof(cudaTextureObject_t)); + checkCUDAError("cudaMalloc dev_textureObjs ailed"); + + dev_texData.resize(scene->textures.size()); + + for (int i = 0; i < scene->textures.size(); i++) { + createTexture(scene->textures[i], scene->textures[i].channels, i); + } + +#endif + +#if CACHE_FIRST_BOUNCE + cudaMalloc(&dev_cached_intersections, pixelcount * sizeof(ShadeableIntersection)); + cudaMemset(dev_cached_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); +#endif + +#if DIRECT_LIGHTING + cudaMalloc(&dev_lights, scene->lights.size() * sizeof(Geom)); + checkCUDAError("cudaMalloc dev_lights failed"); + cudaMemcpy(dev_lights, scene->lights.data(), scene->lights.size() * sizeof(Geom), cudaMemcpyHostToDevice); + checkCUDAError("cudaMalloc dev_lights failed"); +#endif + +#if PERF_ANALYSIS + cudaEventCreate(&beginEvent); + cudaEventCreate(&endEvent); +#endif checkCUDAError("pathtraceInit"); } @@ -110,11 +251,44 @@ void pathtraceInit(Scene* scene) { void pathtraceFree() { cudaFree(dev_image); // no-op if dev_image is null cudaFree(dev_paths); + + int numG = numGeoms; + Geom* tmp_geom_pointer = new Geom[numG]; + cudaMemcpy(tmp_geom_pointer, dev_geoms, numG * sizeof(Geom), cudaMemcpyDeviceToHost); + for (int i = 0; i < numGeoms; i++) { + if (tmp_geom_pointer[i].type == OBJ) { + cudaFree(tmp_geom_pointer[i].device_tris); + checkCUDAError("cudaFree device_tris failed"); + } + } + +#if USE_UV + for (int i = 0; i < host_textureObjs.size(); i++) { + cudaDestroyTextureObject(host_textureObjs[i]); + cudaFreeArray(dev_texData[i]); + } +#endif + cudaFree(dev_geoms); cudaFree(dev_materials); cudaFree(dev_intersections); // TODO: clean up any extra device memory you created +#if DIRECT_LIGHTING + cudaFree(dev_lights); +#endif + +#if PERF_ANALYSIS + if (beginEvent != NULL) { + cudaEventDestroy(beginEvent); + } + if (endEvent != NULL) { + cudaEventDestroy(endEvent); + } +#endif + + delete[] tmp_geom_pointer; + checkCUDAError("pathtraceFree"); } @@ -136,15 +310,54 @@ __global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, Path PathSegment& segment = pathSegments[index]; segment.ray.origin = cam.position; + segment.color = glm::vec3(1.0f, 1.0f, 1.0f); // TODO: implement antialiasing by jittering the ray +#if (ANTIALIASING && !CACHE_FIRST_BOUNCE) + thrust::default_random_engine rng = makeSeededRandomEngine(iter, index, 0); + thrust::uniform_real_distribution u01(0.50, 0.503); + + segment.ray.direction = glm::normalize(cam.view + - cam.right * cam.pixelLength.x * ((float)x - (float)cam.resolution.x * u01(rng)) + - cam.up * cam.pixelLength.y * ((float)y - (float)cam.resolution.y * u01(rng)) + ); +#else segment.ray.direction = glm::normalize(cam.view - cam.right * cam.pixelLength.x * ((float)x - (float)cam.resolution.x * 0.5f) - cam.up * cam.pixelLength.y * ((float)y - (float)cam.resolution.y * 0.5f) ); +#endif + +#if DEPTH_OF_FIELD +#define FOCUS 5.f // focus distance from the camera +#define APERTURE 1.3f // how blurry will out of focus objects be? + + // if depth of field is turned on, we jitter the ray origin. + // Calculate the converge point C using ray.origin, ray.direction, and focal length f C = O + f(D) + // to blur, shift ray origin using using aperture variable and a RNG + // calculate new ray direction using C - (O - r) + // shoot multiple secondary rays and average them for pixel. SHOULD ALREADY BE DONE. + + glm::vec3 focalPoint = segment.ray.origin + FOCUS * segment.ray.direction; + + // add blur effect + thrust::default_random_engine rng2 = makeSeededRandomEngine(iter, index, 0); + thrust::uniform_real_distribution u02(-0.5, 0.5f); + + float randX = u02(rng2); + float randY = u02(rng2); + float randZ = u02(rng2); + glm::vec3 offset = glm::vec3(randX, randY, randZ); + + segment.ray.origin += APERTURE * offset; + segment.ray.direction = glm::normalize(focalPoint - segment.ray.origin); + +#endif segment.pixelIndex = index; + + // debug hard code to 2 instead of traceDepth; segment.remainingBounces = traceDepth; } } @@ -160,6 +373,10 @@ __global__ void computeIntersections( , Geom* geoms , int geoms_size , ShadeableIntersection* intersections +#if BUMP_MAP + , cudaTextureObject_t* textureObjs + , Texture* texs +#endif ) { int path_index = blockIdx.x * blockDim.x + threadIdx.x; @@ -173,13 +390,19 @@ __global__ void computeIntersections( glm::vec3 normal; float t_min = FLT_MAX; int hit_geom_index = -1; + glm::vec2 uv = glm::vec2(-1, -1); bool outside = true; + bool hitObj; // for use in procedural texturing glm::vec3 tmp_intersect; glm::vec3 tmp_normal; + glm::vec2 tmp_uv = glm::vec2(-1, -1); + bool tmpHitObj = false; // naive parse through global geoms + // test intersection with big obj box and set a boolean for whether triangle should be checked based on this ray. + for (int i = 0; i < geoms_size; i++) { Geom& geom = geoms[i]; @@ -187,13 +410,50 @@ __global__ void computeIntersections( if (geom.type == CUBE) { t = boxIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); + tmpHitObj = false; } else if (geom.type == SPHERE) { t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); + tmpHitObj = false; } - // TODO: add more intersection tests here... triangle? metaball? CSG? + else if (geom.type == OBJ) { + float boxT = boundBoxIntersectionTest(&geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); + + if (boxT != -1) { + for (int j = 0; j < geom.numTris; j++) { +#if BUMP_MAP + cudaTextureObject_t texObj = textureObjs[geom.textureid]; + Texture tex = texs[geom.textureid]; + t = triangleIntersectionTest(&geom, &geom.device_tris[j], pathSegment.ray, tmp_intersect, tmp_normal, tmp_uv, texObj, tex, outside); +#else + t = triangleIntersectionTest(&geom, &geom.device_tris[j], pathSegment.ray, tmp_intersect, tmp_normal, tmp_uv, outside); +#endif + tmpHitObj = true; + if (t > 0.0f && t_min > t) + { + t_min = t; + hit_geom_index = i; + intersect_point = tmp_intersect; + normal = tmp_normal; + uv = tmp_uv; + hitObj = tmpHitObj; + } + } + } + } + else if (geom.type == TRIANGLE) { + // Only use the first triangle, since in Triangle mode, each geom only has 1 triangle +#if BUMP_MAP + cudaTextureObject_t texObj = textureObjs[geom.textureid]; + Texture tex = texs[geom.textureid]; + t = triangleIntersectionTest(&geom, &geom.device_tris[0], pathSegment.ray, tmp_intersect, tmp_normal, tmp_uv, texObj, tex, outside); +#else + t = triangleIntersectionTest(&geom, &geom.device_tris[0], pathSegment.ray, tmp_intersect, tmp_normal, tmp_uv, outside); +#endif + tmpHitObj = true; + } // Compute the minimum t from the intersection tests to determine what // scene geometry object was hit first. if (t > 0.0f && t_min > t) @@ -202,11 +462,14 @@ __global__ void computeIntersections( hit_geom_index = i; intersect_point = tmp_intersect; normal = tmp_normal; + uv = tmp_uv; + hitObj = tmpHitObj; } } if (hit_geom_index == -1) { + pathSegments[path_index].remainingBounces = 0; intersections[path_index].t = -1.0f; } else @@ -215,6 +478,11 @@ __global__ void computeIntersections( intersections[path_index].t = t_min; intersections[path_index].materialId = geoms[hit_geom_index].materialid; intersections[path_index].surfaceNormal = normal; + intersections[path_index].uv = uv; + intersections[path_index].textureId = geoms[hit_geom_index].textureid; + intersections[path_index].hasHitObj = hitObj; + + pathSegments[path_index].remainingBounces--; } } } @@ -228,6 +496,8 @@ __global__ void computeIntersections( // Note that this shader does NOT do a BSDF evaluation! // Your shaders should handle that - this can allow techniques such as // bump mapping. + +// Di's notes: This code never gets called in the final path tracer __global__ void shadeFakeMaterial( int iter , int num_paths @@ -266,6 +536,7 @@ __global__ void shadeFakeMaterial( // Lots of renderers use 4 channel color, RGBA, where A = alpha, often // used for opacity, in which case they can indicate "no opacity". // This can be useful for post-processing and image compositing. + } else { pathSegments[idx].color = glm::vec3(0.0f); @@ -285,6 +556,176 @@ __global__ void finalGather(int nPaths, glm::vec3* image, PathSegment* iteration } } +// thrust predicate to end rays that don't hit anything +struct invalid_intersection +{ + __host__ __device__ + bool operator()(const PathSegment& path) + { + if (path.remainingBounces) + { + return true; + } + return false; + } +}; + +// thrust predicate to comapre one Intersection +struct path_cmp { + __host__ __device__ + bool operator()(ShadeableIntersection& inter1, ShadeableIntersection& inter2) { + return inter1.materialId < inter2.materialId; + } +}; + +__global__ void kernComputeShade( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments + , Material* materials +#if USE_UV + // , cudaArray_t* textures + , cudaTextureObject_t* textureObjs + , int* numChannels +#endif +) +{ + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths) + { + ShadeableIntersection intersection = shadeableIntersections[idx]; + if (intersection.t > 0.0f) { // if the intersection exists... + // Set up the RNG + // LOOK: this is how you use thrust's RNG! Please look at + // makeSeededRandomEngine as well. + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + thrust::uniform_real_distribution u01(0, 1); + + Material material = materials[intersection.materialId]; + glm::vec3 materialColor = material.color; + + // If the material indicates that the object was a light, "light" the ray + if (material.emittance > 0.0f) { + pathSegments[idx].color *= (materialColor * material.emittance); + + // not liking this + pathSegments[idx].remainingBounces = 0; + } + // Otherwise, do some pseudo-lighting computation. This is actually more + // like what you would expect from shading in a rasterizer like OpenGL. + // TODO: replace this! you should be able to start with basically a one-liner + else { + // generate new ray and load it into pathSegments by calling scatterRay + glm::vec3 intersectionPoint = getPointOnRay(pathSegments[idx].ray, intersection.t); +#if USE_UV + // cudaArray_t texture = textures[intersection.textureId]; + cudaTextureObject_t texObj = textureObjs[intersection.textureId]; + int channels = numChannels[intersection.textureId]; + scatterRay(pathSegments[idx], intersectionPoint, intersection.surfaceNormal, intersection.textureId, intersection.uv, material, /*texture,*/ texObj, channels, rng); + +#elif USE_PROCEDURAL_TEXTURE + scatterRay(pathSegments[idx], intersectionPoint, intersection.surfaceNormal, material, rng, intersection.hasHitObj); +#else + scatterRay(pathSegments[idx], intersectionPoint, intersection.surfaceNormal, material, rng); +#endif + } + // If there was no intersection, color the ray black. + // Lots of renderers use 4 channel color, RGBA, where A = alpha, often + // used for opacity, in which case they can indicate "no opacity". + // This can be useful for post-processing and image compositing. + } + else { + pathSegments[idx].color = glm::vec3(0.0f); + } + } +} + +#if DIRECT_LIGHTING +__global__ void kernComputeShadeDirectLighting( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments + , Material* materials + , Geom* lights + , int numLights +#if USE_UV + , cudaTextureObject_t* textureObjs + , int* numChannels +#endif +) +{ + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths) + { + ShadeableIntersection intersection = shadeableIntersections[idx]; + if (intersection.t > 0.0f) { // if the intersection exists... + // Set up the RNG + // LOOK: this is how you use thrust's RNG! Please look at + // makeSeededRandomEngine as well. + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + thrust::uniform_real_distribution u01(0, 1); + + Material material = materials[intersection.materialId]; + glm::vec3 materialColor = material.color; + + // If the material indicates that the object was a light, "light" the ray + if (material.emittance > 0.0f) { + pathSegments[idx].color *= (materialColor * material.emittance); + + // not liking this + pathSegments[idx].remainingBounces = 0; + } + // Otherwise, do some pseudo-lighting computation. This is actually more + // like what you would expect from shading in a rasterizer like OpenGL. + // TODO: replace this! you should be able to start with basically a one-liner + else { + // generate new ray and load it into pathSegments by calling scatterRay + glm::vec3 intersectionPoint = getPointOnRay(pathSegments[idx].ray, intersection.t); +#if USE_UV + // cudaArray_t texture = textures[intersection.textureId]; + cudaTextureObject_t texObj = textureObjs[intersection.textureId]; + int channels = numChannels[intersection.textureId]; + scatterRay(pathSegments[idx], intersectionPoint, intersection.surfaceNormal, intersection.textureId, intersection.uv, material, /*texture,*/ texObj, channels, rng); + +#elif USE_PROCEDURAL_TEXTURE + scatterRay(pathSegments[idx], intersectionPoint, intersection.surfaceNormal, material, rng, intersection.hasHitObj); +#else + scatterRay(pathSegments[idx], intersectionPoint, intersection.surfaceNormal, material, rng); +#endif + } + + if (pathSegments[idx].remainingBounces == 1) { + // randomly choose light from 0 to numLights + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + thrust::uniform_real_distribution u02(0, numLights); + int randLightIdx = u02(rng); + Geom currLight = lights[randLightIdx]; + // randomly choose location on light + thrust::uniform_real_distribution u03(0, 1); + float randX = u03(rng); + float randY = u03(rng); + float randZ = u03(rng); + + glm::vec3 lightSpot = glm::vec3(currLight.transform * glm::vec4(randX, randY, randZ, 1.f)); + + pathSegments[idx].ray.direction = glm::normalize(lightSpot - pathSegments[idx].ray.origin); + } + // If there was no intersection, color the ray black. + // Lots of renderers use 4 channel color, RGBA, where A = alpha, often + // used for opacity, in which case they can indicate "no opacity". + // This can be useful for post-processing and image compositing. + } + else { + pathSegments[idx].color = glm::vec3(0.0f); + } + } +} +#endif + +// if cache +#if CACHE_FIRST_BOUNCE /** * Wrapper for the __global__ call that sets up the kernel calls and does a ton * of memory management @@ -345,42 +786,303 @@ void pathtrace(uchar4* pbo, int frame, int iter) { // Shoot ray into scene, bounce between objects, push shading chunks bool iterationComplete = false; + + int currNumPaths = num_paths; + while (!iterationComplete) { + // clean shading chunks + cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + + // tracing + dim3 numblocksPathSegmentTracing = (currNumPaths + blockSize1d - 1) / blockSize1d; + + if (iter == 1 && depth == 0) { + // load cached intersections into dev_intersections + cudaMemcpy(dev_intersections, dev_cached_intersections, pixelcount * sizeof(ShadeableIntersection), cudaMemcpyDeviceToDevice); + } + else { + // otherwise, continue as usual with dev_intersections +#if BUMP_MAP + computeIntersections << > > ( + depth + , currNumPaths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections + , dev_textureObjs + , dev_textures + ); + checkCUDAError("trace one bounce"); +#else + computeIntersections << > > ( + depth + , currNumPaths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections + ); + checkCUDAError("trace one bounce"); +#endif + } + + cudaDeviceSynchronize(); + + depth++; + + // TODO: + // --- Shading Stage --- + // Shade path segments based on intersections and generate new rays by + // evaluating the BSDF. + // Start off with just a big kernel that handles all the different + // materials you have in the scenefile. + // TODO: compare between directly shading the path segments and shading + // path segments that have been reshuffled to be contiguous in memory. + + // 1. sort pathSegments by material type + // This becomes very slow? +#if SORT_MATERIALS + thrust::sort_by_key(thrust::device, dev_intersections, dev_intersections + currNumPaths, dev_paths, path_cmp()); +#endif + // 2. shade the ray and spawn new path segments using BSDF + // this function generates a new ray to replace the old one using BSDF +#if DIRECT_LIGHTING + kernComputeShadeDirectLighting << > > ( + iter, + currNumPaths, + dev_intersections, + dev_paths, + dev_materials, + dev_lights, + hst_scene->numLights +#if USE_UV + , dev_textureObjs + , dev_textureChannels +#endif + ); +#else + kernComputeShade << > > ( + iter, + currNumPaths, + dev_intersections, + dev_paths, + dev_materials +#if USE_UV + , dev_textureObjs + , dev_textureChannels +#endif + ); +#endif + + cudaDeviceSynchronize(); + + // 4. remove_if sorts all contents such that useless paths are all at the end. + // if the remainingBounces = 0 (any material that doesn't hit anything or number of depth is at its limit) + dev_path_end = thrust::stable_partition(thrust::device, dev_paths, dev_paths + currNumPaths, invalid_intersection()); + + // nothing shows up if i set it out side of the if/else statement. + currNumPaths = dev_path_end - dev_paths; + + // don't need to remove intersections because new intersections will be computed based on sorted dev_paths + // thrust uses exclusive start and end pointers, so if end pointer is the same as start pointer, we have no rays left. + if (currNumPaths < 1) + { + iterationComplete = true; + } + + if (iter == 0 && depth == 0) { + cudaMemcpy(dev_cached_intersections, dev_intersections, pixelcount * sizeof(ShadeableIntersection), cudaMemcpyDeviceToDevice); + } + + if (guiData != NULL) + { + guiData->TracedDepth = depth; + } + } + + // Assemble this iteration and apply it to the image + dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; + finalGather << > > (num_paths, dev_image, dev_paths); + + cudaDeviceSynchronize(); // maybe dont need + + /////////////////////////////////////////////////////////////////////////// + + // Send results to OpenGL buffer for rendering + sendImageToPBO << > > (pbo, cam.resolution, iter, dev_image); + + cudaDeviceSynchronize(); // maybe dont need + + // Retrieve image from GPU + cudaMemcpy(hst_scene->state.image.data(), dev_image, + pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); + + checkCUDAError("pathtrace"); +} + +#else +// If not cache intersections +/** + * Wrapper for the __global__ call that sets up the kernel calls and does a ton + * of memory management + */ +void pathtrace(uchar4* pbo, int frame, int iter) { + const int traceDepth = hst_scene->state.traceDepth; + const Camera& cam = hst_scene->state.camera; + const int pixelcount = cam.resolution.x * cam.resolution.y; + + // 2D block for generating ray from camera + const dim3 blockSize2d(8, 8); + const dim3 blocksPerGrid2d( + (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, + (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); + // 1D block for path tracing + const int blockSize1d = 128; + + /////////////////////////////////////////////////////////////////////////// + + // Recap: + // * Initialize array of path rays (using rays that come out of the camera) + // * You can pass the Camera object to that kernel. + // * Each path ray must carry at minimum a (ray, color) pair, + // * where color starts as the multiplicative identity, white = (1, 1, 1). + // * This has already been done for you. + // * For each depth: + // * Compute an intersection in the scene for each path ray. + // A very naive version of this has been implemented for you, but feel + // free to add more primitives and/or a better algorithm. + // Currently, intersection distance is recorded as a parametric distance, + // t, or a "distance along the ray." t = -1.0 indicates no intersection. + // * Color is attenuated (multiplied) by reflections off of any object + // * TODO: Stream compact away all of the terminated paths. + // You may use either your implementation or `thrust::remove_if` or its + // cousins. + // * Note that you can't really use a 2D kernel launch any more - switch + // to 1D. + // * TODO: Shade the rays that intersected something or didn't bottom out. + // That is, color the ray by performing a color computation according + // to the shader, then generate a new ray to continue the ray path. + // We recommend just updating the ray's PathSegment in place. + // Note that this step may come before or after stream compaction, + // since some shaders you write may also cause a path to terminate. + // * Finally, add this iteration's results to the image. This has been done + // for you. + + // TODO: perform one iteration of path tracing + + generateRayFromCamera << > > (cam, iter, traceDepth, dev_paths); + checkCUDAError("generate camera ray"); + + int depth = 0; + PathSegment* dev_path_end = dev_paths + pixelcount; + int num_paths = dev_path_end - dev_paths; + + // --- PathSegment Tracing Stage --- + // Shoot ray into scene, bounce between objects, push shading chunks + + bool iterationComplete = false; + + int currNumPaths = num_paths; + +#if PERF_ANALYSIS + cudaEventRecord(beginEvent); +#endif + + while (!iterationComplete) { // clean shading chunks cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); // tracing - dim3 numblocksPathSegmentTracing = (num_paths + blockSize1d - 1) / blockSize1d; + dim3 numblocksPathSegmentTracing = (currNumPaths + blockSize1d - 1) / blockSize1d; +#if BUMP_MAP + computeIntersections << > > ( + depth + , currNumPaths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections + , dev_textureObjs + , dev_textures + ); + checkCUDAError("trace one bounce"); +#else computeIntersections << > > ( depth - , num_paths + , currNumPaths , dev_paths , dev_geoms , hst_scene->geoms.size() , dev_intersections ); checkCUDAError("trace one bounce"); +#endif cudaDeviceSynchronize(); + depth++; // TODO: // --- Shading Stage --- // Shade path segments based on intersections and generate new rays by - // evaluating the BSDF. - // Start off with just a big kernel that handles all the different - // materials you have in the scenefile. - // TODO: compare between directly shading the path segments and shading - // path segments that have been reshuffled to be contiguous in memory. + // evaluating the BSDF. + // Start off with just a big kernel that handles all the different + // materials you have in the scenefile. + // TODO: compare between directly shading the path segments and shading + // path segments that have been reshuffled to be contiguous in memory. - shadeFakeMaterial << > > ( + // 1. sort pathSegments by material type + // This becomes very slow? +#if SORT_MATERIALS + thrust::sort_by_key(thrust::device, dev_intersections, dev_intersections + currNumPaths, dev_paths, path_cmp()); +#endif + // 2. shade the ray and spawn new path segments using BSDF + // this function generates a new ray to replace the old one using BSDF +#if DIRECT_LIGHTING + kernComputeShadeDirectLighting << > > ( + iter, + currNumPaths, + dev_intersections, + dev_paths, + dev_materials, + dev_lights, + hst_scene->numLights +#if USE_UV + , dev_textureObjs + , dev_textureChannels +#endif + ); +#else + kernComputeShade << > > ( iter, - num_paths, + currNumPaths, dev_intersections, dev_paths, dev_materials +#if USE_UV + , dev_textureObjs + , dev_textureChannels +#endif ); - iterationComplete = true; // TODO: should be based off stream compaction results. +#endif + + cudaDeviceSynchronize(); + + // 4. remove_if sorts all contents such that useless paths are all at the end. + // if the remainingBounces = 0 (any material that doesn't hit anything or number of depth is at its limit) + dev_path_end = thrust::stable_partition(thrust::device, dev_paths, dev_paths + currNumPaths, invalid_intersection()); + + // nothing shows up if i set it out side of the if/else statement. + currNumPaths = dev_path_end - dev_paths; + // printf("curNum Paths: %i \n", currNumPaths); + + // don't need to remove intersections because new intersections will be computed based on sorted dev_paths + // thrust uses exclusive start and end pointers, so if end pointer is the same as start pointer, we have no rays left. + if (currNumPaths < 1) + { + iterationComplete = true; + } if (guiData != NULL) { @@ -388,18 +1090,33 @@ void pathtrace(uchar4* pbo, int frame, int iter) { } } +#if PERF_ANALYSIS + cudaEventRecord(endEvent); + cudaEventSynchronize(endEvent); + + float time; // in ms + + cudaEventElapsedTime(&time, beginEvent, endEvent); + printf("time: %f, iter: %i \n", time, iter); +#endif + // Assemble this iteration and apply it to the image dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; finalGather << > > (num_paths, dev_image, dev_paths); + cudaDeviceSynchronize(); // maybe dont need + /////////////////////////////////////////////////////////////////////////// // Send results to OpenGL buffer for rendering sendImageToPBO << > > (pbo, cam.resolution, iter, dev_image); + cudaDeviceSynchronize(); // maybe dont need + // Retrieve image from GPU cudaMemcpy(hst_scene->state.image.data(), dev_image, pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); checkCUDAError("pathtrace"); } +#endif \ No newline at end of file diff --git a/src/scene.cpp b/src/scene.cpp index 3fb6239..947e9af 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -3,6 +3,10 @@ #include #include #include +#include "stb_image.h" +#include "stb_image_write.h" + +#include "tiny_obj_loader.h" Scene::Scene(string filename) { cout << "Reading scene from " << filename << " ..." << endl; @@ -21,23 +25,327 @@ Scene::Scene(string filename) { if (strcmp(tokens[0].c_str(), "MATERIAL") == 0) { loadMaterial(tokens[1]); cout << " " << endl; - } else if (strcmp(tokens[0].c_str(), "OBJECT") == 0) { + } + else if (strcmp(tokens[0].c_str(), "OBJECT") == 0) { loadGeom(tokens[1]); cout << " " << endl; - } else if (strcmp(tokens[0].c_str(), "CAMERA") == 0) { + } + else if (strcmp(tokens[0].c_str(), "CAMERA") == 0) { loadCamera(); cout << " " << endl; } + else if (strcmp(tokens[0].c_str(), "TEXTURE") == 0) { + loadTexture(tokens[1]); + cout << " " << endl; + } + } + } +} + +#if LOAD_OBJ +// example code taken from https://github.com/tinyobjloader/tinyobjloader +int Scene::loadObj(const char* filename, + std::vector* triangleArray, + const char* basepath = NULL, + bool triangulate = true) +{ + tinyobj::attrib_t attrib; + std::vector shapes; + std::vector materials; + std::string warn; + std::string err; + + tinyobj::ObjReaderConfig reader_config; + reader_config.mtl_search_path = "../Project3-CUDA-Path-Tracer/objs/"; // Path to material files + tinyobj::ObjReader reader; + + if (!reader.ParseFromFile(filename, reader_config)) { + if (!reader.Error().empty()) { + std::cerr << "TinyObjReader error: " << reader.Error(); + } + exit(1); + } + + if (!reader.Warning().empty()) { + std::cout << "TinyObjReader warning: " << reader.Warning(); + } + + attrib = reader.GetAttrib(); + shapes = reader.GetShapes(); + // materials = reader.GetMaterials(); + + //cout << "material name: " << materials[0].name << std::endl; + // cout << materials.size() << std::endl; + + // Loop over shapes and load each attrib + for (size_t s = 0; s < shapes.size(); s++) { + + // Loop over faces(polygon) + size_t index_offset = 0; + for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { + size_t fv = size_t(shapes[s].mesh.num_face_vertices[f]); + // Loop over vertices in the face. + for (size_t v = 1; v < fv - 1; v++) { + // access to vertex + + // idxa is the primary vertex's idx + tinyobj::index_t idxa = shapes[s].mesh.indices[index_offset]; + tinyobj::index_t idxb = shapes[s].mesh.indices[index_offset + v]; + tinyobj::index_t idxc = shapes[s].mesh.indices[index_offset + v + 1]; + + tinyobj::real_t vxa = attrib.vertices[3 * size_t(idxa.vertex_index) + 0]; + tinyobj::real_t vya = attrib.vertices[3 * size_t(idxa.vertex_index) + 1]; + tinyobj::real_t vza = attrib.vertices[3 * size_t(idxa.vertex_index) + 2]; + + tinyobj::real_t vxb = attrib.vertices[3 * size_t(idxb.vertex_index) + 0]; + tinyobj::real_t vyb = attrib.vertices[3 * size_t(idxb.vertex_index) + 1]; + tinyobj::real_t vzb = attrib.vertices[3 * size_t(idxb.vertex_index) + 2]; + + tinyobj::real_t vxc = attrib.vertices[3 * size_t(idxc.vertex_index) + 0]; + tinyobj::real_t vyc = attrib.vertices[3 * size_t(idxc.vertex_index) + 1]; + tinyobj::real_t vzc = attrib.vertices[3 * size_t(idxc.vertex_index) + 2]; + + + tinyobj::real_t nxa = attrib.normals[3 * size_t(idxa.normal_index) + 0]; + tinyobj::real_t nya = attrib.normals[3 * size_t(idxa.normal_index) + 1]; + tinyobj::real_t nza = attrib.normals[3 * size_t(idxa.normal_index) + 2]; + + tinyobj::real_t nxb = attrib.normals[3 * size_t(idxb.normal_index) + 0]; + tinyobj::real_t nyb = attrib.normals[3 * size_t(idxb.normal_index) + 1]; + tinyobj::real_t nzb = attrib.normals[3 * size_t(idxb.normal_index) + 2]; + + tinyobj::real_t nxc = attrib.normals[3 * size_t(idxc.normal_index) + 0]; + tinyobj::real_t nyc = attrib.normals[3 * size_t(idxc.normal_index) + 1]; + tinyobj::real_t nzc = attrib.normals[3 * size_t(idxc.normal_index) + 2]; + + // construct triangle object + Vertex vertA = { + glm::vec4(vxa, vya, vza, 1), + glm::vec4(nxa, nya, nza, 0) + }; + + Vertex vertB = { + glm::vec4(vxb, vyb, vzb, 1), + glm::vec4(nxb, nyb, nzb, 0) + }; + + Vertex vertC = { + glm::vec4(vxc, vyc, vzc, 1), + glm::vec4(nxc, nyc, nzc, 0) + }; + +#if USE_UV + // Check if `texcoord_index` is zero or positive. negative = no texcoord data + // don't texture yet + if (idxa.texcoord_index >= 0) { + tinyobj::real_t txa = attrib.texcoords[2 * size_t(idxa.texcoord_index) + 0]; + tinyobj::real_t tya = attrib.texcoords[2 * size_t(idxa.texcoord_index) + 1]; + // vertA.hasUv = true; + vertA.uv = glm::vec2(txa, tya); + } + if (idxb.texcoord_index >= 0) { + tinyobj::real_t txb = attrib.texcoords[2 * size_t(idxb.texcoord_index) + 0]; + tinyobj::real_t tyb = attrib.texcoords[2 * size_t(idxb.texcoord_index) + 1]; + // vertB.hasUv = true; + vertB.uv = glm::vec2(txb, tyb); + } + if (idxc.texcoord_index >= 0) { + tinyobj::real_t txc = attrib.texcoords[2 * size_t(idxc.texcoord_index) + 0]; + tinyobj::real_t tyc = attrib.texcoords[2 * size_t(idxc.texcoord_index) + 1]; + // vertC.hasUv = true; + vertC.uv = glm::vec2(txc, tyc); + } + +#endif + + Triangle triangle = { + vertA, + vertB, + vertC + }; + + triangleArray->push_back(triangle); + + } + index_offset += fv; + + // shapes[s].mesh.material_ids[f]; + } + } + + return true; +} + +int Scene::loadGeom(string objectid) { + int id = atoi(objectid.c_str()); + if (id != geoms.size()) { + cout << "ERROR: OBJECT ID does not match expected number of geoms" << endl; + return -1; + } + else { + cout << "Loading Geom " << id << "..." << endl; + Geom newGeom; + string line; + + bool hasObj = false; + string objFileName; + + //load object from obj file + utilityCore::safeGetline(fp_in, line); + if (!line.empty() && fp_in.good()) { + if (strcmp(line.c_str(), "sphere") == 0) { + cout << "Creating new sphere..." << endl; + newGeom.type = SPHERE; + } + else if (strcmp(line.c_str(), "cube") == 0) { + cout << "Creating new cube..." << endl; + newGeom.type = CUBE; + } + else if (strstr(line.c_str(), ".obj") != NULL) { + cout << "Creating some obj..." << endl; +#if USE_BOUND_BOX + newGeom.type = OBJ; +#else + newGeom.type = TRIANGLE; +#endif + + hasObj = true; + objFileName = line; + } + else { + cout << "wtf is this??" << std::endl; + } + } + + //link material + utilityCore::safeGetline(fp_in, line); + if (!line.empty() && fp_in.good()) { + vector tokens = utilityCore::tokenizeString(line); + newGeom.materialid = atoi(tokens[1].c_str()); + cout << "Connecting Geom " << objectid << " to Material " << newGeom.materialid << "..." << endl; + } + + //load transformations and texture + utilityCore::safeGetline(fp_in, line); + while (!line.empty() && fp_in.good()) { + vector tokens = utilityCore::tokenizeString(line); + + //load tranformations + if (strcmp(tokens[0].c_str(), "TRANS") == 0) { + newGeom.translation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + } + else if (strcmp(tokens[0].c_str(), "ROTAT") == 0) { + newGeom.rotation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + } + else if (strcmp(tokens[0].c_str(), "SCALE") == 0) { + newGeom.scale = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + } + else if (strcmp(tokens[0].c_str(), "TEXTURE") == 0) { + cout << "finding Texture... " << endl; + newGeom.textureid = atof(tokens[1].c_str()); + } + + utilityCore::safeGetline(fp_in, line); } + + newGeom.transform = utilityCore::buildTransformationMatrix( + newGeom.translation, newGeom.rotation, newGeom.scale); + newGeom.inverseTransform = glm::inverse(newGeom.transform); + newGeom.invTranspose = glm::inverseTranspose(newGeom.transform); + + if (hasObj) { + std::vector triangleArray; + loadObj(objFileName.c_str(), &triangleArray); +#if USE_BOUND_BOX + float xMin = FLT_MAX; + float yMin = FLT_MAX; + float zMin = FLT_MAX; + float xMax = FLT_MIN; + float yMax = FLT_MIN; + float zMax = FLT_MIN; + + for (int i = 0; i < triangleArray.size(); i++) { + // jank code to find the min and max of the box + Triangle tri = triangleArray[i]; + + xMin = fmin(fmin(tri.pointA.pos[0], tri.pointB.pos[0]), fmin(tri.pointC.pos[0], xMin)); + xMax = fmax(fmax(tri.pointA.pos[0], tri.pointB.pos[0]), fmax(tri.pointC.pos[0], xMax)); + + yMin = fmin(fmin(tri.pointA.pos[1], tri.pointB.pos[1]), fmin(tri.pointC.pos[1], yMin)); + yMax = fmax(fmax(tri.pointA.pos[1], tri.pointB.pos[1]), fmax(tri.pointC.pos[1], yMax)); + + zMin = fmin(fmin(tri.pointA.pos[2], tri.pointB.pos[2]), fmin(tri.pointC.pos[2], zMin)); + zMax = fmax(fmax(tri.pointA.pos[2], tri.pointB.pos[2]), fmax(tri.pointC.pos[2], zMax)); + } + + BoundBox box = { + glm::vec3(xMin, yMin, zMin), + glm::vec3(xMax, yMax, zMax) + }; + + cout << "xMin: " << xMin << " , " << yMin << " , " << zMin << endl; + cout << "xMax: " << xMax << " , " << yMax << " , " << zMax << endl; + + + newGeom.host_tris = new Triangle[triangleArray.size()];//triangleArray.size()]; + newGeom.device_tris = NULL; + newGeom.numTris = triangleArray.size(); + + newGeom.bound = box; + for (int i = 0; i < triangleArray.size(); i++) { + newGeom.host_tris[i] = triangleArray[i]; + } + + geoms.push_back(newGeom); + +#else + // create geoms from triangles using newGeom properties + // load triangles into the geoms scene. + for (int i = 0; i < triangleArray.size(); i ++) { + // there should only be 1 triangle + Triangle* trisInGeom = new Triangle(triangleArray[i]); + + // just a single triangle + Geom newTriGeom = { + TRIANGLE, + newGeom.materialid, + newGeom.translation, + newGeom.rotation, + newGeom.scale, + newGeom.transform, + newGeom.inverseTransform, + newGeom.invTranspose, + trisInGeom, + NULL, // device pointer is not yet allocated + BoundBox { + }, + 1, + }; + geoms.push_back(newTriGeom); + } +#endif + } + else { + if (newGeom.materialid == 0) + { + // materialid == 0 should always be a light + lights.push_back(newGeom); + numLights++; + } + geoms.push_back(newGeom); + } + return 1; } } +#else int Scene::loadGeom(string objectid) { int id = atoi(objectid.c_str()); if (id != geoms.size()) { cout << "ERROR: OBJECT ID does not match expected number of geoms" << endl; return -1; - } else { + } + else { cout << "Loading Geom " << id << "..." << endl; Geom newGeom; string line; @@ -48,7 +356,8 @@ int Scene::loadGeom(string objectid) { if (strcmp(line.c_str(), "sphere") == 0) { cout << "Creating new sphere..." << endl; newGeom.type = SPHERE; - } else if (strcmp(line.c_str(), "cube") == 0) { + } + else if (strcmp(line.c_str(), "cube") == 0) { cout << "Creating new cube..." << endl; newGeom.type = CUBE; } @@ -70,9 +379,11 @@ int Scene::loadGeom(string objectid) { //load tranformations if (strcmp(tokens[0].c_str(), "TRANS") == 0) { newGeom.translation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); - } else if (strcmp(tokens[0].c_str(), "ROTAT") == 0) { + } + else if (strcmp(tokens[0].c_str(), "ROTAT") == 0) { newGeom.rotation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); - } else if (strcmp(tokens[0].c_str(), "SCALE") == 0) { + } + else if (strcmp(tokens[0].c_str(), "SCALE") == 0) { newGeom.scale = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); } @@ -80,19 +391,27 @@ int Scene::loadGeom(string objectid) { } newGeom.transform = utilityCore::buildTransformationMatrix( - newGeom.translation, newGeom.rotation, newGeom.scale); + newGeom.translation, newGeom.rotation, newGeom.scale); newGeom.inverseTransform = glm::inverse(newGeom.transform); newGeom.invTranspose = glm::inverseTranspose(newGeom.transform); + if (newGeom.materialid == 0) + { + // materialid == 0 should always be a light + lights.push_back(newGeom); + numLights++; + } + geoms.push_back(newGeom); return 1; } } +#endif int Scene::loadCamera() { cout << "Loading Camera ..." << endl; - RenderState &state = this->state; - Camera &camera = state.camera; + RenderState& state = this->state; + Camera& camera = state.camera; float fovy; //load static properties @@ -103,13 +422,17 @@ int Scene::loadCamera() { if (strcmp(tokens[0].c_str(), "RES") == 0) { camera.resolution.x = atoi(tokens[1].c_str()); camera.resolution.y = atoi(tokens[2].c_str()); - } else if (strcmp(tokens[0].c_str(), "FOVY") == 0) { + } + else if (strcmp(tokens[0].c_str(), "FOVY") == 0) { fovy = atof(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "ITERATIONS") == 0) { + } + else if (strcmp(tokens[0].c_str(), "ITERATIONS") == 0) { state.iterations = atoi(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "DEPTH") == 0) { + } + else if (strcmp(tokens[0].c_str(), "DEPTH") == 0) { state.traceDepth = atoi(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "FILE") == 0) { + } + else if (strcmp(tokens[0].c_str(), "FILE") == 0) { state.imageName = tokens[1]; } } @@ -120,9 +443,11 @@ int Scene::loadCamera() { vector tokens = utilityCore::tokenizeString(line); if (strcmp(tokens[0].c_str(), "EYE") == 0) { camera.position = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); - } else if (strcmp(tokens[0].c_str(), "LOOKAT") == 0) { + } + else if (strcmp(tokens[0].c_str(), "LOOKAT") == 0) { camera.lookAt = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); - } else if (strcmp(tokens[0].c_str(), "UP") == 0) { + } + else if (strcmp(tokens[0].c_str(), "UP") == 0) { camera.up = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); } @@ -137,7 +462,7 @@ int Scene::loadCamera() { camera.right = glm::normalize(glm::cross(camera.view, camera.up)); camera.pixelLength = glm::vec2(2 * xscaled / (float)camera.resolution.x, - 2 * yscaled / (float)camera.resolution.y); + 2 * yscaled / (float)camera.resolution.y); camera.view = glm::normalize(camera.lookAt - camera.position); @@ -155,7 +480,8 @@ int Scene::loadMaterial(string materialid) { if (id != materials.size()) { cout << "ERROR: MATERIAL ID does not match expected number of materials" << endl; return -1; - } else { + } + else { cout << "Loading Material " << id << "..." << endl; Material newMaterial; @@ -165,20 +491,26 @@ int Scene::loadMaterial(string materialid) { utilityCore::safeGetline(fp_in, line); vector tokens = utilityCore::tokenizeString(line); if (strcmp(tokens[0].c_str(), "RGB") == 0) { - glm::vec3 color( atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()) ); + glm::vec3 color(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); newMaterial.color = color; - } else if (strcmp(tokens[0].c_str(), "SPECEX") == 0) { + } + else if (strcmp(tokens[0].c_str(), "SPECEX") == 0) { newMaterial.specular.exponent = atof(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "SPECRGB") == 0) { + } + else if (strcmp(tokens[0].c_str(), "SPECRGB") == 0) { glm::vec3 specColor(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); newMaterial.specular.color = specColor; - } else if (strcmp(tokens[0].c_str(), "REFL") == 0) { + } + else if (strcmp(tokens[0].c_str(), "REFL") == 0) { newMaterial.hasReflective = atof(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "REFR") == 0) { + } + else if (strcmp(tokens[0].c_str(), "REFR") == 0) { newMaterial.hasRefractive = atof(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "REFRIOR") == 0) { + } + else if (strcmp(tokens[0].c_str(), "REFRIOR") == 0) { newMaterial.indexOfRefraction = atof(tokens[1].c_str()); - } else if (strcmp(tokens[0].c_str(), "EMITTANCE") == 0) { + } + else if (strcmp(tokens[0].c_str(), "EMITTANCE") == 0) { newMaterial.emittance = atof(tokens[1].c_str()); } } @@ -186,3 +518,104 @@ int Scene::loadMaterial(string materialid) { return 1; } } + +int Scene::loadTexture(string textureid) { + int id = atoi(textureid.c_str()); + cout << "Loading Texture " << id << "..." << endl; + Texture newTexture; + unsigned char* pixelData; + int width, height, channels; + + if (id != textures.size()) { + cout << "ERROR: TEXTURE ID does not match expected number of textures" << endl; + return -1; + } + //load static properties + for (int i = 0; i < 1; i++) { + string line; + utilityCore::safeGetline(fp_in, line); + vector tokens = utilityCore::tokenizeString(line); + + if (strcmp(tokens[0].c_str(), "PATH") == 0) { + const char* filepath = tokens[1].c_str(); + unsigned char* data = stbi_load(filepath, &width, &height, &channels, 0); + + //pixelData = new glm::vec3[width * height]; + pixelData = new unsigned char[width * height * channels * sizeof(unsigned char)]; + //pixelData = new unsigned char[width * height * 4 * sizeof(unsigned char)] + + // ... process data if not NULL .. + if (data != nullptr && width > 0 && height > 0) + { + cout << "channels: " << channels << endl; + if (channels == 3) + { + // int pixelDataIdx = 0; + // iterate over every pixel + // total number of data points is width * height * channels (should be 3) + //for (int p = 0; p < (width * height) * channels - 2; p += 3) { + /*glm::vec3 currPix = glm::vec3(static_cast(data[p]) / 256.f, + static_cast(data[p + 1]) / 256.f, + static_cast(data[p + 2]) / 256.f); + pixelData[pixelDataIdx] = currPix; + + pixelDataIdx++;*/ + //} + memcpy(pixelData, data, width * height * channels * sizeof(unsigned char)); + + newTexture.width = width; + newTexture.height = height; + newTexture.channels = channels; + + newTexture.host_texData = pixelData; + // newTexture.host_texImage = pixelData; + + cout << "Loaded all Texture Points" << endl; + cout << "width: " << newTexture.width; // looks good + cout << "height: " << newTexture.height; // looks good + // cout << "last pixelIdx: " << pixelDataIdx; // looks correct + } + else if (channels == 4) { + // rgba + //int pixelDataIdx = 0; + // iterate over every pixel + // total number of data points is width * height * channels (should be 3) + //for (int p = 0; p < (width * height) * channels - 3; p += 4) { + /*glm::vec3 currPix = glm::vec3(static_cast(data[p]) / 256.f, + static_cast(data[p + 1]) / 256.f, + static_cast(data[p + 2]) / 256.f); + pixelData[pixelDataIdx] = currPix; + + pixelDataIdx++;*/ + + //} + + memcpy(pixelData, data, width * height * channels * sizeof(unsigned char)); + + newTexture.width = width; + newTexture.height = height; + newTexture.channels = channels; + + newTexture.host_texData = pixelData; + + // newTexture.host_texImage = pixelData; + + cout << "Loaded all Texture Points" << endl; + cout << "width: " << newTexture.width; // looks good + cout << "height: " << newTexture.height; // looks good + // cout << "last pixelIdx: " << pixelDataIdx; // looks correct + } + } + else + { + std::cout << "Some error: channels are weird\n"; + return -1; + } + + stbi_image_free(data); + } + } + + textures.push_back(newTexture); + return 1; +} diff --git a/src/scene.h b/src/scene.h index f29a917..51b0ef4 100644 --- a/src/scene.h +++ b/src/scene.h @@ -1,6 +1,7 @@ #pragma once #include +#include #include #include #include @@ -13,7 +14,9 @@ using namespace std; class Scene { private: ifstream fp_in; + int loadObj(const char* filename, std::vector* triangleArray, const char* basepath, bool triangulate); int loadMaterial(string materialid); + int loadTexture(string textureid); int loadGeom(string objectid); int loadCamera(); public: @@ -22,5 +25,13 @@ class Scene { std::vector geoms; std::vector materials; + + // for textures + std::vector textures; + // std::vector textureChannels; + RenderState state; + + std::vector lights; + int numLights = 0; }; diff --git a/src/sceneStructs.h b/src/sceneStructs.h index da4dbf3..31a6d16 100644 --- a/src/sceneStructs.h +++ b/src/sceneStructs.h @@ -4,12 +4,26 @@ #include #include #include "glm/glm.hpp" +#include "image.h" #define BACKGROUND_COLOR (glm::vec3(0.0f)) +#define LOAD_OBJ 1 +#define USE_BOUND_BOX 0 +#define USE_UV 0 +#define USE_PROCEDURAL_TEXTURE 0 // cannot be on at the same time as USE_UV +#define BUMP_MAP 0 + enum GeomType { SPHERE, CUBE, + TRIANGLE, // Triangle only exists in the scene if USE_BOUND_BOX 0 + OBJ // Obj only exists in the scene if USE_BOUND_BOX 1 +}; + +struct BoundBox { + glm::vec3 minCorner; + glm::vec3 maxCorner; }; struct Ray { @@ -17,6 +31,21 @@ struct Ray { glm::vec3 direction; }; +struct Vertex { + glm::vec4 pos; + glm::vec4 nor; + // bool hasUv = false; // by default + glm::vec2 uv = glm::vec2(-1.f, -1.f); + //int textureid = -1; // the specific texture associated with this vertex + // glm::vec4 tan; +}; + +struct Triangle { + Vertex pointA; + Vertex pointB; + Vertex pointC; +}; + struct Geom { enum GeomType type; int materialid; @@ -26,6 +55,21 @@ struct Geom { glm::mat4 transform; glm::mat4 inverseTransform; glm::mat4 invTranspose; + + Triangle* host_tris; + Triangle* device_tris; + BoundBox bound; + int numTris = 0; + + int textureid = -1; // texture associated with geom +}; + +struct Texture { + int width = 0; + int height = 0; + + unsigned char* host_texData; + int channels; }; struct Material { @@ -70,7 +114,10 @@ struct PathSegment { // 1) color contribution computation // 2) BSDF evaluation: generate a new ray struct ShadeableIntersection { - float t; - glm::vec3 surfaceNormal; - int materialId; + float t; + glm::vec3 surfaceNormal; + int materialId; + int textureId; + glm::vec2 uv; + bool hasHitObj = false; }; diff --git a/src/tiny_obj_loader.h b/src/tiny_obj_loader.h new file mode 100644 index 0000000..8b1f21e --- /dev/null +++ b/src/tiny_obj_loader.h @@ -0,0 +1,3381 @@ +/* +The MIT License (MIT) +Copyright (c) 2012-Present, Syoyo Fujita and many contributors. +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +// +// version 2.0.0 : Add new object oriented API. 1.x API is still provided. +// * Support line primitive. +// * Support points primitive. +// * Support multiple search path for .mtl(v1 API). +// * Support vertex weight `vw`(as an tinyobj extension) +// * Support escaped whitespece in mtllib +// * Add robust triangulation using Mapbox earcut(TINYOBJLOADER_USE_MAPBOX_EARCUT). +// version 1.4.0 : Modifed ParseTextureNameAndOption API +// version 1.3.1 : Make ParseTextureNameAndOption API public +// version 1.3.0 : Separate warning and error message(breaking API of LoadObj) +// version 1.2.3 : Added color space extension('-colorspace') to tex opts. +// version 1.2.2 : Parse multiple group names. +// version 1.2.1 : Added initial support for line('l') primitive(PR #178) +// version 1.2.0 : Hardened implementation(#175) +// version 1.1.1 : Support smoothing groups(#162) +// version 1.1.0 : Support parsing vertex color(#144) +// version 1.0.8 : Fix parsing `g` tag just after `usemtl`(#138) +// version 1.0.7 : Support multiple tex options(#126) +// version 1.0.6 : Add TINYOBJLOADER_USE_DOUBLE option(#124) +// version 1.0.5 : Ignore `Tr` when `d` exists in MTL(#43) +// version 1.0.4 : Support multiple filenames for 'mtllib'(#112) +// version 1.0.3 : Support parsing texture options(#85) +// version 1.0.2 : Improve parsing speed by about a factor of 2 for large +// files(#105) +// version 1.0.1 : Fixes a shape is lost if obj ends with a 'usemtl'(#104) +// version 1.0.0 : Change data structure. Change license from BSD to MIT. +// + +// +// Use this in *one* .cc +// #define TINYOBJLOADER_IMPLEMENTATION +// #include "tiny_obj_loader.h" +// + +#ifndef TINY_OBJ_LOADER_H_ +#define TINY_OBJ_LOADER_H_ + +#include +#include +#include + +namespace tinyobj { + + // TODO(syoyo): Better C++11 detection for older compiler +#if __cplusplus > 199711L +#define TINYOBJ_OVERRIDE override +#else +#define TINYOBJ_OVERRIDE +#endif + +#ifdef __clang__ +#pragma clang diagnostic push +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif + +#pragma clang diagnostic ignored "-Wpadded" + +#endif + +// https://en.wikipedia.org/wiki/Wavefront_.obj_file says ... +// +// -blendu on | off # set horizontal texture blending +// (default on) +// -blendv on | off # set vertical texture blending +// (default on) +// -boost real_value # boost mip-map sharpness +// -mm base_value gain_value # modify texture map values (default +// 0 1) +// # base_value = brightness, +// gain_value = contrast +// -o u [v [w]] # Origin offset (default +// 0 0 0) +// -s u [v [w]] # Scale (default +// 1 1 1) +// -t u [v [w]] # Turbulence (default +// 0 0 0) +// -texres resolution # texture resolution to create +// -clamp on | off # only render texels in the clamped +// 0-1 range (default off) +// # When unclamped, textures are +// repeated across a surface, +// # when clamped, only texels which +// fall within the 0-1 +// # range are rendered. +// -bm mult_value # bump multiplier (for bump maps +// only) +// +// -imfchan r | g | b | m | l | z # specifies which channel of the file +// is used to +// # create a scalar or bump texture. +// r:red, g:green, +// # b:blue, m:matte, l:luminance, +// z:z-depth.. +// # (the default for bump is 'l' and +// for decal is 'm') +// bump -imfchan r bumpmap.tga # says to use the red channel of +// bumpmap.tga as the bumpmap +// +// For reflection maps... +// +// -type sphere # specifies a sphere for a "refl" +// reflection map +// -type cube_top | cube_bottom | # when using a cube map, the texture +// file for each +// cube_front | cube_back | # side of the cube is specified +// separately +// cube_left | cube_right +// +// TinyObjLoader extension. +// +// -colorspace SPACE # Color space of the texture. e.g. +// 'sRGB` or 'linear' +// + +#ifdef TINYOBJLOADER_USE_DOUBLE +//#pragma message "using double" + typedef double real_t; +#else +//#pragma message "using float" + typedef float real_t; +#endif + + typedef enum { + TEXTURE_TYPE_NONE, // default + TEXTURE_TYPE_SPHERE, + TEXTURE_TYPE_CUBE_TOP, + TEXTURE_TYPE_CUBE_BOTTOM, + TEXTURE_TYPE_CUBE_FRONT, + TEXTURE_TYPE_CUBE_BACK, + TEXTURE_TYPE_CUBE_LEFT, + TEXTURE_TYPE_CUBE_RIGHT + } texture_type_t; + + struct texture_option_t { + texture_type_t type; // -type (default TEXTURE_TYPE_NONE) + real_t sharpness; // -boost (default 1.0?) + real_t brightness; // base_value in -mm option (default 0) + real_t contrast; // gain_value in -mm option (default 1) + real_t origin_offset[3]; // -o u [v [w]] (default 0 0 0) + real_t scale[3]; // -s u [v [w]] (default 1 1 1) + real_t turbulence[3]; // -t u [v [w]] (default 0 0 0) + int texture_resolution; // -texres resolution (No default value in the spec. + // We'll use -1) + bool clamp; // -clamp (default false) + char imfchan; // -imfchan (the default for bump is 'l' and for decal is 'm') + bool blendu; // -blendu (default on) + bool blendv; // -blendv (default on) + real_t bump_multiplier; // -bm (for bump maps only, default 1.0) + + // extension + std::string colorspace; // Explicitly specify color space of stored texel + // value. Usually `sRGB` or `linear` (default empty). + }; + + struct material_t { + std::string name; + + real_t ambient[3]; + real_t diffuse[3]; + real_t specular[3]; + real_t transmittance[3]; + real_t emission[3]; + real_t shininess; + real_t ior; // index of refraction + real_t dissolve; // 1 == opaque; 0 == fully transparent + // illumination model (see http://www.fileformat.info/format/material/) + int illum; + + int dummy; // Suppress padding warning. + + std::string ambient_texname; // map_Ka + std::string diffuse_texname; // map_Kd + std::string specular_texname; // map_Ks + std::string specular_highlight_texname; // map_Ns + std::string bump_texname; // map_bump, map_Bump, bump + std::string displacement_texname; // disp + std::string alpha_texname; // map_d + std::string reflection_texname; // refl + + texture_option_t ambient_texopt; + texture_option_t diffuse_texopt; + texture_option_t specular_texopt; + texture_option_t specular_highlight_texopt; + texture_option_t bump_texopt; + texture_option_t displacement_texopt; + texture_option_t alpha_texopt; + texture_option_t reflection_texopt; + + // PBR extension + // http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr + real_t roughness; // [0, 1] default 0 + real_t metallic; // [0, 1] default 0 + real_t sheen; // [0, 1] default 0 + real_t clearcoat_thickness; // [0, 1] default 0 + real_t clearcoat_roughness; // [0, 1] default 0 + real_t anisotropy; // aniso. [0, 1] default 0 + real_t anisotropy_rotation; // anisor. [0, 1] default 0 + real_t pad0; + std::string roughness_texname; // map_Pr + std::string metallic_texname; // map_Pm + std::string sheen_texname; // map_Ps + std::string emissive_texname; // map_Ke + std::string normal_texname; // norm. For normal mapping. + + texture_option_t roughness_texopt; + texture_option_t metallic_texopt; + texture_option_t sheen_texopt; + texture_option_t emissive_texopt; + texture_option_t normal_texopt; + + int pad2; + + std::map unknown_parameter; + +#ifdef TINY_OBJ_LOADER_PYTHON_BINDING + // For pybind11 + std::array GetDiffuse() { + std::array values; + values[0] = double(diffuse[0]); + values[1] = double(diffuse[1]); + values[2] = double(diffuse[2]); + + return values; + } + + std::array GetSpecular() { + std::array values; + values[0] = double(specular[0]); + values[1] = double(specular[1]); + values[2] = double(specular[2]); + + return values; + } + + std::array GetTransmittance() { + std::array values; + values[0] = double(transmittance[0]); + values[1] = double(transmittance[1]); + values[2] = double(transmittance[2]); + + return values; + } + + std::array GetEmission() { + std::array values; + values[0] = double(emission[0]); + values[1] = double(emission[1]); + values[2] = double(emission[2]); + + return values; + } + + std::array GetAmbient() { + std::array values; + values[0] = double(ambient[0]); + values[1] = double(ambient[1]); + values[2] = double(ambient[2]); + + return values; + } + + void SetDiffuse(std::array& a) { + diffuse[0] = real_t(a[0]); + diffuse[1] = real_t(a[1]); + diffuse[2] = real_t(a[2]); + } + + void SetAmbient(std::array& a) { + ambient[0] = real_t(a[0]); + ambient[1] = real_t(a[1]); + ambient[2] = real_t(a[2]); + } + + void SetSpecular(std::array& a) { + specular[0] = real_t(a[0]); + specular[1] = real_t(a[1]); + specular[2] = real_t(a[2]); + } + + void SetTransmittance(std::array& a) { + transmittance[0] = real_t(a[0]); + transmittance[1] = real_t(a[1]); + transmittance[2] = real_t(a[2]); + } + + std::string GetCustomParameter(const std::string& key) { + std::map::const_iterator it = + unknown_parameter.find(key); + + if (it != unknown_parameter.end()) { + return it->second; + } + return std::string(); + } + +#endif + }; + + struct tag_t { + std::string name; + + std::vector intValues; + std::vector floatValues; + std::vector stringValues; + }; + + struct joint_and_weight_t { + int joint_id; + real_t weight; + }; + + struct skin_weight_t { + int vertex_id; // Corresponding vertex index in `attrib_t::vertices`. + // Compared to `index_t`, this index must be positive and + // start with 0(does not allow relative indexing) + std::vector weightValues; + }; + + // Index struct to support different indices for vtx/normal/texcoord. + // -1 means not used. + struct index_t { + int vertex_index; + int normal_index; + int texcoord_index; + }; + + struct mesh_t { + std::vector indices; + std::vector + num_face_vertices; // The number of vertices per + // face. 3 = triangle, 4 = quad, + // ... Up to 255 vertices per face. + std::vector material_ids; // per-face material ID + std::vector smoothing_group_ids; // per-face smoothing group + // ID(0 = off. positive value + // = group id) + std::vector tags; // SubD tag + }; + + // struct path_t { + // std::vector indices; // pairs of indices for lines + //}; + + struct lines_t { + // Linear flattened indices. + std::vector indices; // indices for vertices(poly lines) + std::vector num_line_vertices; // The number of vertices per line. + }; + + struct points_t { + std::vector indices; // indices for points + }; + + struct shape_t { + std::string name; + mesh_t mesh; + lines_t lines; + points_t points; + }; + + // Vertex attributes + struct attrib_t { + std::vector vertices; // 'v'(xyz) + + // For backward compatibility, we store vertex weight in separate array. + std::vector vertex_weights; // 'v'(w) + std::vector normals; // 'vn' + std::vector texcoords; // 'vt'(uv) + + // For backward compatibility, we store texture coordinate 'w' in separate + // array. + std::vector texcoord_ws; // 'vt'(w) + std::vector colors; // extension: vertex colors + + // + // TinyObj extension. + // + + // NOTE(syoyo): array index is based on the appearance order. + // To get a corresponding skin weight for a specific vertex id `vid`, + // Need to reconstruct a look up table: `skin_weight_t::vertex_id` == `vid` + // (e.g. using std::map, std::unordered_map) + std::vector skin_weights; + + attrib_t() {} + + // + // For pybind11 + // + const std::vector& GetVertices() const { return vertices; } + + const std::vector& GetVertexWeights() const { return vertex_weights; } + }; + + struct callback_t { + // W is optional and set to 1 if there is no `w` item in `v` line + void (*vertex_cb)(void* user_data, real_t x, real_t y, real_t z, real_t w); + void (*normal_cb)(void* user_data, real_t x, real_t y, real_t z); + + // y and z are optional and set to 0 if there is no `y` and/or `z` item(s) in + // `vt` line. + void (*texcoord_cb)(void* user_data, real_t x, real_t y, real_t z); + + // called per 'f' line. num_indices is the number of face indices(e.g. 3 for + // triangle, 4 for quad) + // 0 will be passed for undefined index in index_t members. + void (*index_cb)(void* user_data, index_t* indices, int num_indices); + // `name` material name, `material_id` = the array index of material_t[]. -1 + // if + // a material not found in .mtl + void (*usemtl_cb)(void* user_data, const char* name, int material_id); + // `materials` = parsed material data. + void (*mtllib_cb)(void* user_data, const material_t* materials, + int num_materials); + // There may be multiple group names + void (*group_cb)(void* user_data, const char** names, int num_names); + void (*object_cb)(void* user_data, const char* name); + + callback_t() + : vertex_cb(NULL), + normal_cb(NULL), + texcoord_cb(NULL), + index_cb(NULL), + usemtl_cb(NULL), + mtllib_cb(NULL), + group_cb(NULL), + object_cb(NULL) {} + }; + + class MaterialReader { + public: + MaterialReader() {} + virtual ~MaterialReader(); + + virtual bool operator()(const std::string& matId, + std::vector* materials, + std::map* matMap, std::string* warn, + std::string* err) = 0; + }; + + /// + /// Read .mtl from a file. + /// + class MaterialFileReader : public MaterialReader { + public: + // Path could contain separator(';' in Windows, ':' in Posix) + explicit MaterialFileReader(const std::string& mtl_basedir) + : m_mtlBaseDir(mtl_basedir) {} + virtual ~MaterialFileReader() TINYOBJ_OVERRIDE {} + virtual bool operator()(const std::string& matId, + std::vector* materials, + std::map* matMap, std::string* warn, + std::string* err) TINYOBJ_OVERRIDE; + + private: + std::string m_mtlBaseDir; + }; + + /// + /// Read .mtl from a stream. + /// + class MaterialStreamReader : public MaterialReader { + public: + explicit MaterialStreamReader(std::istream& inStream) + : m_inStream(inStream) {} + virtual ~MaterialStreamReader() TINYOBJ_OVERRIDE {} + virtual bool operator()(const std::string& matId, + std::vector* materials, + std::map* matMap, std::string* warn, + std::string* err) TINYOBJ_OVERRIDE; + + private: + std::istream& m_inStream; + }; + + // v2 API + struct ObjReaderConfig { + bool triangulate; // triangulate polygon? + + // Currently not used. + // "simple" or empty: Create triangle fan + // "earcut": Use the algorithm based on Ear clipping + std::string triangulation_method; + + /// Parse vertex color. + /// If vertex color is not present, its filled with default value. + /// false = no vertex color + /// This will increase memory of parsed .obj + bool vertex_color; + + /// + /// Search path to .mtl file. + /// Default = "" = search from the same directory of .obj file. + /// Valid only when loading .obj from a file. + /// + std::string mtl_search_path; + + ObjReaderConfig() + : triangulate(true), triangulation_method("simple"), vertex_color(true) {} + }; + + /// + /// Wavefront .obj reader class(v2 API) + /// + class ObjReader { + public: + ObjReader() : valid_(false) {} + + /// + /// Load .obj and .mtl from a file. + /// + /// @param[in] filename wavefront .obj filename + /// @param[in] config Reader configuration + /// + bool ParseFromFile(const std::string& filename, + const ObjReaderConfig& config = ObjReaderConfig()); + + /// + /// Parse .obj from a text string. + /// Need to supply .mtl text string by `mtl_text`. + /// This function ignores `mtllib` line in .obj text. + /// + /// @param[in] obj_text wavefront .obj filename + /// @param[in] mtl_text wavefront .mtl filename + /// @param[in] config Reader configuration + /// + bool ParseFromString(const std::string& obj_text, const std::string& mtl_text, + const ObjReaderConfig& config = ObjReaderConfig()); + + /// + /// .obj was loaded or parsed correctly. + /// + bool Valid() const { return valid_; } + + const attrib_t& GetAttrib() const { return attrib_; } + + const std::vector& GetShapes() const { return shapes_; } + + const std::vector& GetMaterials() const { return materials_; } + + /// + /// Warning message(may be filled after `Load` or `Parse`) + /// + const std::string& Warning() const { return warning_; } + + /// + /// Error message(filled when `Load` or `Parse` failed) + /// + const std::string& Error() const { return error_; } + + private: + bool valid_; + + attrib_t attrib_; + std::vector shapes_; + std::vector materials_; + + std::string warning_; + std::string error_; + }; + + /// ==>>========= Legacy v1 API ============================================= + + /// Loads .obj from a file. + /// 'attrib', 'shapes' and 'materials' will be filled with parsed shape data + /// 'shapes' will be filled with parsed shape data + /// Returns true when loading .obj become success. + /// Returns warning message into `warn`, and error message into `err` + /// 'mtl_basedir' is optional, and used for base directory for .mtl file. + /// In default(`NULL'), .mtl file is searched from an application's working + /// directory. + /// 'triangulate' is optional, and used whether triangulate polygon face in .obj + /// or not. + /// Option 'default_vcols_fallback' specifies whether vertex colors should + /// always be defined, even if no colors are given (fallback to white). + bool LoadObj(attrib_t* attrib, std::vector* shapes, + std::vector* materials, std::string* warn, + std::string* err, const char* filename, + const char* mtl_basedir = NULL, bool triangulate = true, + bool default_vcols_fallback = true); + + /// Loads .obj from a file with custom user callback. + /// .mtl is loaded as usual and parsed material_t data will be passed to + /// `callback.mtllib_cb`. + /// Returns true when loading .obj/.mtl become success. + /// Returns warning message into `warn`, and error message into `err` + /// See `examples/callback_api/` for how to use this function. + bool LoadObjWithCallback(std::istream& inStream, const callback_t& callback, + void* user_data = NULL, + MaterialReader* readMatFn = NULL, + std::string* warn = NULL, std::string* err = NULL); + + /// Loads object from a std::istream, uses `readMatFn` to retrieve + /// std::istream for materials. + /// Returns true when loading .obj become success. + /// Returns warning and error message into `err` + bool LoadObj(attrib_t* attrib, std::vector* shapes, + std::vector* materials, std::string* warn, + std::string* err, std::istream* inStream, + MaterialReader* readMatFn = NULL, bool triangulate = true, + bool default_vcols_fallback = true); + + /// Loads materials into std::map + void LoadMtl(std::map* material_map, + std::vector* materials, std::istream* inStream, + std::string* warning, std::string* err); + + /// + /// Parse texture name and texture option for custom texture parameter through + /// material::unknown_parameter + /// + /// @param[out] texname Parsed texture name + /// @param[out] texopt Parsed texopt + /// @param[in] linebuf Input string + /// + bool ParseTextureNameAndOption(std::string* texname, texture_option_t* texopt, + const char* linebuf); + + /// =<<========== Legacy v1 API ============================================= + +} // namespace tinyobj + +#endif // TINY_OBJ_LOADER_H_ + +#ifdef TINYOBJLOADER_IMPLEMENTATION +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#ifdef TINYOBJLOADER_USE_MAPBOX_EARCUT + +#ifdef TINYOBJLOADER_DONOT_INCLUDE_MAPBOX_EARCUT +// Assume earcut.hpp is included outside of tiny_obj_loader.h +#else + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Weverything" +#endif + +#include +#include "mapbox/earcut.hpp" + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#endif + +#endif // TINYOBJLOADER_USE_MAPBOX_EARCUT + +namespace tinyobj { + + MaterialReader::~MaterialReader() {} + + struct vertex_index_t { + int v_idx, vt_idx, vn_idx; + vertex_index_t() : v_idx(-1), vt_idx(-1), vn_idx(-1) {} + explicit vertex_index_t(int idx) : v_idx(idx), vt_idx(idx), vn_idx(idx) {} + vertex_index_t(int vidx, int vtidx, int vnidx) + : v_idx(vidx), vt_idx(vtidx), vn_idx(vnidx) {} + }; + + // Internal data structure for face representation + // index + smoothing group. + struct face_t { + unsigned int + smoothing_group_id; // smoothing group id. 0 = smoothing groupd is off. + int pad_; + std::vector vertex_indices; // face vertex indices. + + face_t() : smoothing_group_id(0), pad_(0) {} + }; + + // Internal data structure for line representation + struct __line_t { + // l v1/vt1 v2/vt2 ... + // In the specification, line primitrive does not have normal index, but + // TinyObjLoader allow it + std::vector vertex_indices; + }; + + // Internal data structure for points representation + struct __points_t { + // p v1 v2 ... + // In the specification, point primitrive does not have normal index and + // texture coord index, but TinyObjLoader allow it. + std::vector vertex_indices; + }; + + struct tag_sizes { + tag_sizes() : num_ints(0), num_reals(0), num_strings(0) {} + int num_ints; + int num_reals; + int num_strings; + }; + + struct obj_shape { + std::vector v; + std::vector vn; + std::vector vt; + }; + + // + // Manages group of primitives(face, line, points, ...) + struct PrimGroup { + std::vector faceGroup; + std::vector<__line_t> lineGroup; + std::vector<__points_t> pointsGroup; + + void clear() { + faceGroup.clear(); + lineGroup.clear(); + pointsGroup.clear(); + } + + bool IsEmpty() const { + return faceGroup.empty() && lineGroup.empty() && pointsGroup.empty(); + } + + // TODO(syoyo): bspline, surface, ... + }; + + // See + // http://stackoverflow.com/questions/6089231/getting-std-ifstream-to-handle-lf-cr-and-crlf + static std::istream& safeGetline(std::istream& is, std::string& t) { + t.clear(); + + // The characters in the stream are read one-by-one using a std::streambuf. + // That is faster than reading them one-by-one using the std::istream. + // Code that uses streambuf this way must be guarded by a sentry object. + // The sentry object performs various tasks, + // such as thread synchronization and updating the stream state. + + std::istream::sentry se(is, true); + std::streambuf* sb = is.rdbuf(); + + if (se) { + for (;;) { + int c = sb->sbumpc(); + switch (c) { + case '\n': + return is; + case '\r': + if (sb->sgetc() == '\n') sb->sbumpc(); + return is; + case EOF: + // Also handle the case when the last line has no line ending + if (t.empty()) is.setstate(std::ios::eofbit); + return is; + default: + t += static_cast(c); + } + } + } + + return is; + } + +#define IS_SPACE(x) (((x) == ' ') || ((x) == '\t')) +#define IS_DIGIT(x) \ + (static_cast((x) - '0') < static_cast(10)) +#define IS_NEW_LINE(x) (((x) == '\r') || ((x) == '\n') || ((x) == '\0')) + + // Make index zero-base, and also support relative index. + static inline bool fixIndex(int idx, int n, int* ret) { + if (!ret) { + return false; + } + + if (idx > 0) { + (*ret) = idx - 1; + return true; + } + + if (idx == 0) { + // zero is not allowed according to the spec. + return false; + } + + if (idx < 0) { + (*ret) = n + idx; // negative value = relative + return true; + } + + return false; // never reach here. + } + + static inline std::string parseString(const char** token) { + std::string s; + (*token) += strspn((*token), " \t"); + size_t e = strcspn((*token), " \t\r"); + s = std::string((*token), &(*token)[e]); + (*token) += e; + return s; + } + + static inline int parseInt(const char** token) { + (*token) += strspn((*token), " \t"); + int i = atoi((*token)); + (*token) += strcspn((*token), " \t\r"); + return i; + } + + // Tries to parse a floating point number located at s. + // + // s_end should be a location in the string where reading should absolutely + // stop. For example at the end of the string, to prevent buffer overflows. + // + // Parses the following EBNF grammar: + // sign = "+" | "-" ; + // END = ? anything not in digit ? + // digit = "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" ; + // integer = [sign] , digit , {digit} ; + // decimal = integer , ["." , integer] ; + // float = ( decimal , END ) | ( decimal , ("E" | "e") , integer , END ) ; + // + // Valid strings are for example: + // -0 +3.1417e+2 -0.0E-3 1.0324 -1.41 11e2 + // + // If the parsing is a success, result is set to the parsed value and true + // is returned. + // + // The function is greedy and will parse until any of the following happens: + // - a non-conforming character is encountered. + // - s_end is reached. + // + // The following situations triggers a failure: + // - s >= s_end. + // - parse failure. + // + static bool tryParseDouble(const char* s, const char* s_end, double* result) { + if (s >= s_end) { + return false; + } + + double mantissa = 0.0; + // This exponent is base 2 rather than 10. + // However the exponent we parse is supposed to be one of ten, + // thus we must take care to convert the exponent/and or the + // mantissa to a * 2^E, where a is the mantissa and E is the + // exponent. + // To get the final double we will use ldexp, it requires the + // exponent to be in base 2. + int exponent = 0; + + // NOTE: THESE MUST BE DECLARED HERE SINCE WE ARE NOT ALLOWED + // TO JUMP OVER DEFINITIONS. + char sign = '+'; + char exp_sign = '+'; + char const* curr = s; + + // How many characters were read in a loop. + int read = 0; + // Tells whether a loop terminated due to reaching s_end. + bool end_not_reached = false; + bool leading_decimal_dots = false; + + /* + BEGIN PARSING. + */ + + // Find out what sign we've got. + if (*curr == '+' || *curr == '-') { + sign = *curr; + curr++; + if ((curr != s_end) && (*curr == '.')) { + // accept. Somethig like `.7e+2`, `-.5234` + leading_decimal_dots = true; + } + } + else if (IS_DIGIT(*curr)) { /* Pass through. */ + } + else if (*curr == '.') { + // accept. Somethig like `.7e+2`, `-.5234` + leading_decimal_dots = true; + } + else { + goto fail; + } + + // Read the integer part. + end_not_reached = (curr != s_end); + if (!leading_decimal_dots) { + while (end_not_reached && IS_DIGIT(*curr)) { + mantissa *= 10; + mantissa += static_cast(*curr - 0x30); + curr++; + read++; + end_not_reached = (curr != s_end); + } + + // We must make sure we actually got something. + if (read == 0) goto fail; + } + + // We allow numbers of form "#", "###" etc. + if (!end_not_reached) goto assemble; + + // Read the decimal part. + if (*curr == '.') { + curr++; + read = 1; + end_not_reached = (curr != s_end); + while (end_not_reached && IS_DIGIT(*curr)) { + static const double pow_lut[] = { + 1.0, 0.1, 0.01, 0.001, 0.0001, 0.00001, 0.000001, 0.0000001, + }; + const int lut_entries = sizeof pow_lut / sizeof pow_lut[0]; + + // NOTE: Don't use powf here, it will absolutely murder precision. + mantissa += static_cast(*curr - 0x30) * + (read < lut_entries ? pow_lut[read] : std::pow(10.0, -read)); + read++; + curr++; + end_not_reached = (curr != s_end); + } + } + else if (*curr == 'e' || *curr == 'E') { + } + else { + goto assemble; + } + + if (!end_not_reached) goto assemble; + + // Read the exponent part. + if (*curr == 'e' || *curr == 'E') { + curr++; + // Figure out if a sign is present and if it is. + end_not_reached = (curr != s_end); + if (end_not_reached && (*curr == '+' || *curr == '-')) { + exp_sign = *curr; + curr++; + } + else if (IS_DIGIT(*curr)) { /* Pass through. */ + } + else { + // Empty E is not allowed. + goto fail; + } + + read = 0; + end_not_reached = (curr != s_end); + while (end_not_reached && IS_DIGIT(*curr)) { + // To avoid annoying MSVC's min/max macro definiton, + // Use hardcoded int max value + if (exponent > (2147483647 / 10)) { // 2147483647 = std::numeric_limits::max() + // Integer overflow + goto fail; + } + exponent *= 10; + exponent += static_cast(*curr - 0x30); + curr++; + read++; + end_not_reached = (curr != s_end); + } + exponent *= (exp_sign == '+' ? 1 : -1); + if (read == 0) goto fail; + } + + assemble: + *result = (sign == '+' ? 1 : -1) * + (exponent ? std::ldexp(mantissa * std::pow(5.0, exponent), exponent) + : mantissa); + return true; + fail: + return false; + } + + static inline real_t parseReal(const char** token, double default_value = 0.0) { + (*token) += strspn((*token), " \t"); + const char* end = (*token) + strcspn((*token), " \t\r"); + double val = default_value; + tryParseDouble((*token), end, &val); + real_t f = static_cast(val); + (*token) = end; + return f; + } + + static inline bool parseReal(const char** token, real_t* out) { + (*token) += strspn((*token), " \t"); + const char* end = (*token) + strcspn((*token), " \t\r"); + double val; + bool ret = tryParseDouble((*token), end, &val); + if (ret) { + real_t f = static_cast(val); + (*out) = f; + } + (*token) = end; + return ret; + } + + static inline void parseReal2(real_t* x, real_t* y, const char** token, + const double default_x = 0.0, + const double default_y = 0.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + } + + static inline void parseReal3(real_t* x, real_t* y, real_t* z, + const char** token, const double default_x = 0.0, + const double default_y = 0.0, + const double default_z = 0.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + (*z) = parseReal(token, default_z); + } + + static inline void parseV(real_t* x, real_t* y, real_t* z, real_t* w, + const char** token, const double default_x = 0.0, + const double default_y = 0.0, + const double default_z = 0.0, + const double default_w = 1.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + (*z) = parseReal(token, default_z); + (*w) = parseReal(token, default_w); + } + + // Extension: parse vertex with colors(6 items) + static inline bool parseVertexWithColor(real_t* x, real_t* y, real_t* z, + real_t* r, real_t* g, real_t* b, + const char** token, + const double default_x = 0.0, + const double default_y = 0.0, + const double default_z = 0.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + (*z) = parseReal(token, default_z); + + const bool found_color = + parseReal(token, r) && parseReal(token, g) && parseReal(token, b); + + if (!found_color) { + (*r) = (*g) = (*b) = 1.0; + } + + return found_color; + } + + static inline bool parseOnOff(const char** token, bool default_value = true) { + (*token) += strspn((*token), " \t"); + const char* end = (*token) + strcspn((*token), " \t\r"); + + bool ret = default_value; + if ((0 == strncmp((*token), "on", 2))) { + ret = true; + } + else if ((0 == strncmp((*token), "off", 3))) { + ret = false; + } + + (*token) = end; + return ret; + } + + static inline texture_type_t parseTextureType( + const char** token, texture_type_t default_value = TEXTURE_TYPE_NONE) { + (*token) += strspn((*token), " \t"); + const char* end = (*token) + strcspn((*token), " \t\r"); + texture_type_t ty = default_value; + + if ((0 == strncmp((*token), "cube_top", strlen("cube_top")))) { + ty = TEXTURE_TYPE_CUBE_TOP; + } + else if ((0 == strncmp((*token), "cube_bottom", strlen("cube_bottom")))) { + ty = TEXTURE_TYPE_CUBE_BOTTOM; + } + else if ((0 == strncmp((*token), "cube_left", strlen("cube_left")))) { + ty = TEXTURE_TYPE_CUBE_LEFT; + } + else if ((0 == strncmp((*token), "cube_right", strlen("cube_right")))) { + ty = TEXTURE_TYPE_CUBE_RIGHT; + } + else if ((0 == strncmp((*token), "cube_front", strlen("cube_front")))) { + ty = TEXTURE_TYPE_CUBE_FRONT; + } + else if ((0 == strncmp((*token), "cube_back", strlen("cube_back")))) { + ty = TEXTURE_TYPE_CUBE_BACK; + } + else if ((0 == strncmp((*token), "sphere", strlen("sphere")))) { + ty = TEXTURE_TYPE_SPHERE; + } + + (*token) = end; + return ty; + } + + static tag_sizes parseTagTriple(const char** token) { + tag_sizes ts; + + (*token) += strspn((*token), " \t"); + ts.num_ints = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return ts; + } + + (*token)++; // Skip '/' + + (*token) += strspn((*token), " \t"); + ts.num_reals = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return ts; + } + (*token)++; // Skip '/' + + ts.num_strings = parseInt(token); + + return ts; + } + + // Parse triples with index offsets: i, i/j/k, i//k, i/j + static bool parseTriple(const char** token, int vsize, int vnsize, int vtsize, + vertex_index_t* ret) { + if (!ret) { + return false; + } + + vertex_index_t vi(-1); + + if (!fixIndex(atoi((*token)), vsize, &(vi.v_idx))) { + return false; + } + + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + (*ret) = vi; + return true; + } + (*token)++; + + // i//k + if ((*token)[0] == '/') { + (*token)++; + if (!fixIndex(atoi((*token)), vnsize, &(vi.vn_idx))) { + return false; + } + (*token) += strcspn((*token), "/ \t\r"); + (*ret) = vi; + return true; + } + + // i/j/k or i/j + if (!fixIndex(atoi((*token)), vtsize, &(vi.vt_idx))) { + return false; + } + + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + (*ret) = vi; + return true; + } + + // i/j/k + (*token)++; // skip '/' + if (!fixIndex(atoi((*token)), vnsize, &(vi.vn_idx))) { + return false; + } + (*token) += strcspn((*token), "/ \t\r"); + + (*ret) = vi; + + return true; + } + + // Parse raw triples: i, i/j/k, i//k, i/j + static vertex_index_t parseRawTriple(const char** token) { + vertex_index_t vi(static_cast(0)); // 0 is an invalid index in OBJ + + vi.v_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return vi; + } + (*token)++; + + // i//k + if ((*token)[0] == '/') { + (*token)++; + vi.vn_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + return vi; + } + + // i/j/k or i/j + vi.vt_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return vi; + } + + // i/j/k + (*token)++; // skip '/' + vi.vn_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + return vi; + } + + bool ParseTextureNameAndOption(std::string* texname, texture_option_t* texopt, + const char* linebuf) { + // @todo { write more robust lexer and parser. } + bool found_texname = false; + std::string texture_name; + + const char* token = linebuf; // Assume line ends with NULL + + while (!IS_NEW_LINE((*token))) { + token += strspn(token, " \t"); // skip space + if ((0 == strncmp(token, "-blendu", 7)) && IS_SPACE((token[7]))) { + token += 8; + texopt->blendu = parseOnOff(&token, /* default */ true); + } + else if ((0 == strncmp(token, "-blendv", 7)) && IS_SPACE((token[7]))) { + token += 8; + texopt->blendv = parseOnOff(&token, /* default */ true); + } + else if ((0 == strncmp(token, "-clamp", 6)) && IS_SPACE((token[6]))) { + token += 7; + texopt->clamp = parseOnOff(&token, /* default */ true); + } + else if ((0 == strncmp(token, "-boost", 6)) && IS_SPACE((token[6]))) { + token += 7; + texopt->sharpness = parseReal(&token, 1.0); + } + else if ((0 == strncmp(token, "-bm", 3)) && IS_SPACE((token[3]))) { + token += 4; + texopt->bump_multiplier = parseReal(&token, 1.0); + } + else if ((0 == strncmp(token, "-o", 2)) && IS_SPACE((token[2]))) { + token += 3; + parseReal3(&(texopt->origin_offset[0]), &(texopt->origin_offset[1]), + &(texopt->origin_offset[2]), &token); + } + else if ((0 == strncmp(token, "-s", 2)) && IS_SPACE((token[2]))) { + token += 3; + parseReal3(&(texopt->scale[0]), &(texopt->scale[1]), &(texopt->scale[2]), + &token, 1.0, 1.0, 1.0); + } + else if ((0 == strncmp(token, "-t", 2)) && IS_SPACE((token[2]))) { + token += 3; + parseReal3(&(texopt->turbulence[0]), &(texopt->turbulence[1]), + &(texopt->turbulence[2]), &token); + } + else if ((0 == strncmp(token, "-type", 5)) && IS_SPACE((token[5]))) { + token += 5; + texopt->type = parseTextureType((&token), TEXTURE_TYPE_NONE); + } + else if ((0 == strncmp(token, "-texres", 7)) && IS_SPACE((token[7]))) { + token += 7; + // TODO(syoyo): Check if arg is int type. + texopt->texture_resolution = parseInt(&token); + } + else if ((0 == strncmp(token, "-imfchan", 8)) && IS_SPACE((token[8]))) { + token += 9; + token += strspn(token, " \t"); + const char* end = token + strcspn(token, " \t\r"); + if ((end - token) == 1) { // Assume one char for -imfchan + texopt->imfchan = (*token); + } + token = end; + } + else if ((0 == strncmp(token, "-mm", 3)) && IS_SPACE((token[3]))) { + token += 4; + parseReal2(&(texopt->brightness), &(texopt->contrast), &token, 0.0, 1.0); + } + else if ((0 == strncmp(token, "-colorspace", 11)) && + IS_SPACE((token[11]))) { + token += 12; + texopt->colorspace = parseString(&token); + } + else { + // Assume texture filename +#if 0 + size_t len = strcspn(token, " \t\r"); // untile next space + texture_name = std::string(token, token + len); + token += len; + + token += strspn(token, " \t"); // skip space +#else + // Read filename until line end to parse filename containing whitespace + // TODO(syoyo): Support parsing texture option flag after the filename. + texture_name = std::string(token); + token += texture_name.length(); +#endif + + found_texname = true; + } + } + + if (found_texname) { + (*texname) = texture_name; + return true; + } + else { + return false; + } + } + + static void InitTexOpt(texture_option_t* texopt, const bool is_bump) { + if (is_bump) { + texopt->imfchan = 'l'; + } + else { + texopt->imfchan = 'm'; + } + texopt->bump_multiplier = static_cast(1.0); + texopt->clamp = false; + texopt->blendu = true; + texopt->blendv = true; + texopt->sharpness = static_cast(1.0); + texopt->brightness = static_cast(0.0); + texopt->contrast = static_cast(1.0); + texopt->origin_offset[0] = static_cast(0.0); + texopt->origin_offset[1] = static_cast(0.0); + texopt->origin_offset[2] = static_cast(0.0); + texopt->scale[0] = static_cast(1.0); + texopt->scale[1] = static_cast(1.0); + texopt->scale[2] = static_cast(1.0); + texopt->turbulence[0] = static_cast(0.0); + texopt->turbulence[1] = static_cast(0.0); + texopt->turbulence[2] = static_cast(0.0); + texopt->texture_resolution = -1; + texopt->type = TEXTURE_TYPE_NONE; + } + + static void InitMaterial(material_t* material) { + InitTexOpt(&material->ambient_texopt, /* is_bump */ false); + InitTexOpt(&material->diffuse_texopt, /* is_bump */ false); + InitTexOpt(&material->specular_texopt, /* is_bump */ false); + InitTexOpt(&material->specular_highlight_texopt, /* is_bump */ false); + InitTexOpt(&material->bump_texopt, /* is_bump */ true); + InitTexOpt(&material->displacement_texopt, /* is_bump */ false); + InitTexOpt(&material->alpha_texopt, /* is_bump */ false); + InitTexOpt(&material->reflection_texopt, /* is_bump */ false); + InitTexOpt(&material->roughness_texopt, /* is_bump */ false); + InitTexOpt(&material->metallic_texopt, /* is_bump */ false); + InitTexOpt(&material->sheen_texopt, /* is_bump */ false); + InitTexOpt(&material->emissive_texopt, /* is_bump */ false); + InitTexOpt(&material->normal_texopt, + /* is_bump */ false); // @fixme { is_bump will be true? } + material->name = ""; + material->ambient_texname = ""; + material->diffuse_texname = ""; + material->specular_texname = ""; + material->specular_highlight_texname = ""; + material->bump_texname = ""; + material->displacement_texname = ""; + material->reflection_texname = ""; + material->alpha_texname = ""; + for (int i = 0; i < 3; i++) { + material->ambient[i] = static_cast(0.0); + material->diffuse[i] = static_cast(0.0); + material->specular[i] = static_cast(0.0); + material->transmittance[i] = static_cast(0.0); + material->emission[i] = static_cast(0.0); + } + material->illum = 0; + material->dissolve = static_cast(1.0); + material->shininess = static_cast(1.0); + material->ior = static_cast(1.0); + + material->roughness = static_cast(0.0); + material->metallic = static_cast(0.0); + material->sheen = static_cast(0.0); + material->clearcoat_thickness = static_cast(0.0); + material->clearcoat_roughness = static_cast(0.0); + material->anisotropy_rotation = static_cast(0.0); + material->anisotropy = static_cast(0.0); + material->roughness_texname = ""; + material->metallic_texname = ""; + material->sheen_texname = ""; + material->emissive_texname = ""; + material->normal_texname = ""; + + material->unknown_parameter.clear(); + } + + // code from https://wrf.ecse.rpi.edu//Research/Short_Notes/pnpoly.html + template + static int pnpoly(int nvert, T* vertx, T* verty, T testx, T testy) { + int i, j, c = 0; + for (i = 0, j = nvert - 1; i < nvert; j = i++) { + if (((verty[i] > testy) != (verty[j] > testy)) && + (testx < + (vertx[j] - vertx[i]) * (testy - verty[i]) / (verty[j] - verty[i]) + + vertx[i])) + c = !c; + } + return c; + } + + // TODO(syoyo): refactor function. + static bool exportGroupsToShape(shape_t* shape, const PrimGroup& prim_group, + const std::vector& tags, + const int material_id, const std::string& name, + bool triangulate, const std::vector& v, + std::string* warn) { + if (prim_group.IsEmpty()) { + return false; + } + + shape->name = name; + + // polygon + if (!prim_group.faceGroup.empty()) { + // Flatten vertices and indices + for (size_t i = 0; i < prim_group.faceGroup.size(); i++) { + const face_t& face = prim_group.faceGroup[i]; + + size_t npolys = face.vertex_indices.size(); + + if (npolys < 3) { + // Face must have 3+ vertices. + if (warn) { + (*warn) += "Degenerated face found\n."; + } + continue; + } + + if (triangulate) { + if (npolys == 4) { + vertex_index_t i0 = face.vertex_indices[0]; + vertex_index_t i1 = face.vertex_indices[1]; + vertex_index_t i2 = face.vertex_indices[2]; + vertex_index_t i3 = face.vertex_indices[3]; + + size_t vi0 = size_t(i0.v_idx); + size_t vi1 = size_t(i1.v_idx); + size_t vi2 = size_t(i2.v_idx); + size_t vi3 = size_t(i3.v_idx); + + if (((3 * vi0 + 2) >= v.size()) || ((3 * vi1 + 2) >= v.size()) || + ((3 * vi2 + 2) >= v.size()) || ((3 * vi3 + 2) >= v.size())) { + // Invalid triangle. + // FIXME(syoyo): Is it ok to simply skip this invalid triangle? + if (warn) { + (*warn) += "Face with invalid vertex index found.\n"; + } + continue; + } + + real_t v0x = v[vi0 * 3 + 0]; + real_t v0y = v[vi0 * 3 + 1]; + real_t v0z = v[vi0 * 3 + 2]; + real_t v1x = v[vi1 * 3 + 0]; + real_t v1y = v[vi1 * 3 + 1]; + real_t v1z = v[vi1 * 3 + 2]; + real_t v2x = v[vi2 * 3 + 0]; + real_t v2y = v[vi2 * 3 + 1]; + real_t v2z = v[vi2 * 3 + 2]; + real_t v3x = v[vi3 * 3 + 0]; + real_t v3y = v[vi3 * 3 + 1]; + real_t v3z = v[vi3 * 3 + 2]; + + // There are two candidates to split the quad into two triangles. + // + // Choose the shortest edge. + // TODO: Is it better to determine the edge to split by calculating + // the area of each triangle? + // + // +---+ + // |\ | + // | \ | + // | \| + // +---+ + // + // +---+ + // | /| + // | / | + // |/ | + // +---+ + + real_t e02x = v2x - v0x; + real_t e02y = v2y - v0y; + real_t e02z = v2z - v0z; + real_t e13x = v3x - v1x; + real_t e13y = v3y - v1y; + real_t e13z = v3z - v1z; + + real_t sqr02 = e02x * e02x + e02y * e02y + e02z * e02z; + real_t sqr13 = e13x * e13x + e13y * e13y + e13z * e13z; + + index_t idx0, idx1, idx2, idx3; + + idx0.vertex_index = i0.v_idx; + idx0.normal_index = i0.vn_idx; + idx0.texcoord_index = i0.vt_idx; + idx1.vertex_index = i1.v_idx; + idx1.normal_index = i1.vn_idx; + idx1.texcoord_index = i1.vt_idx; + idx2.vertex_index = i2.v_idx; + idx2.normal_index = i2.vn_idx; + idx2.texcoord_index = i2.vt_idx; + idx3.vertex_index = i3.v_idx; + idx3.normal_index = i3.vn_idx; + idx3.texcoord_index = i3.vt_idx; + + if (sqr02 < sqr13) { + // [0, 1, 2], [0, 2, 3] + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx2); + shape->mesh.indices.push_back(idx3); + } + else { + // [0, 1, 3], [1, 2, 3] + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx3); + + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + shape->mesh.indices.push_back(idx3); + } + + // Two triangle faces + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.num_face_vertices.push_back(3); + + shape->mesh.material_ids.push_back(material_id); + shape->mesh.material_ids.push_back(material_id); + + shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id); + shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id); + + } + else { + vertex_index_t i0 = face.vertex_indices[0]; + vertex_index_t i1(-1); + vertex_index_t i2 = face.vertex_indices[1]; + + // find the two axes to work in + size_t axes[2] = { 1, 2 }; + for (size_t k = 0; k < npolys; ++k) { + i0 = face.vertex_indices[(k + 0) % npolys]; + i1 = face.vertex_indices[(k + 1) % npolys]; + i2 = face.vertex_indices[(k + 2) % npolys]; + size_t vi0 = size_t(i0.v_idx); + size_t vi1 = size_t(i1.v_idx); + size_t vi2 = size_t(i2.v_idx); + + if (((3 * vi0 + 2) >= v.size()) || ((3 * vi1 + 2) >= v.size()) || + ((3 * vi2 + 2) >= v.size())) { + // Invalid triangle. + // FIXME(syoyo): Is it ok to simply skip this invalid triangle? + continue; + } + real_t v0x = v[vi0 * 3 + 0]; + real_t v0y = v[vi0 * 3 + 1]; + real_t v0z = v[vi0 * 3 + 2]; + real_t v1x = v[vi1 * 3 + 0]; + real_t v1y = v[vi1 * 3 + 1]; + real_t v1z = v[vi1 * 3 + 2]; + real_t v2x = v[vi2 * 3 + 0]; + real_t v2y = v[vi2 * 3 + 1]; + real_t v2z = v[vi2 * 3 + 2]; + real_t e0x = v1x - v0x; + real_t e0y = v1y - v0y; + real_t e0z = v1z - v0z; + real_t e1x = v2x - v1x; + real_t e1y = v2y - v1y; + real_t e1z = v2z - v1z; + real_t cx = std::fabs(e0y * e1z - e0z * e1y); + real_t cy = std::fabs(e0z * e1x - e0x * e1z); + real_t cz = std::fabs(e0x * e1y - e0y * e1x); + const real_t epsilon = std::numeric_limits::epsilon(); + // std::cout << "cx " << cx << ", cy " << cy << ", cz " << cz << + // "\n"; + if (cx > epsilon || cy > epsilon || cz > epsilon) { + // std::cout << "corner\n"; + // found a corner + if (cx > cy && cx > cz) { + // std::cout << "pattern0\n"; + } + else { + // std::cout << "axes[0] = 0\n"; + axes[0] = 0; + if (cz > cx && cz > cy) { + // std::cout << "axes[1] = 1\n"; + axes[1] = 1; + } + } + break; + } + } + +#ifdef TINYOBJLOADER_USE_MAPBOX_EARCUT + using Point = std::array; + + // first polyline define the main polygon. + // following polylines define holes(not used in tinyobj). + std::vector > polygon; + + std::vector polyline; + + // Fill polygon data(facevarying vertices). + for (size_t k = 0; k < npolys; k++) { + i0 = face.vertex_indices[k]; + size_t vi0 = size_t(i0.v_idx); + + assert(((3 * vi0 + 2) < v.size())); + + real_t v0x = v[vi0 * 3 + axes[0]]; + real_t v0y = v[vi0 * 3 + axes[1]]; + + polyline.push_back({ v0x, v0y }); + } + + polygon.push_back(polyline); + std::vector indices = mapbox::earcut(polygon); + // => result = 3 * faces, clockwise + + assert(indices.size() % 3 == 0); + + // Reconstruct vertex_index_t + for (size_t k = 0; k < indices.size() / 3; k++) { + { + index_t idx0, idx1, idx2; + idx0.vertex_index = face.vertex_indices[indices[3 * k + 0]].v_idx; + idx0.normal_index = + face.vertex_indices[indices[3 * k + 0]].vn_idx; + idx0.texcoord_index = + face.vertex_indices[indices[3 * k + 0]].vt_idx; + idx1.vertex_index = face.vertex_indices[indices[3 * k + 1]].v_idx; + idx1.normal_index = + face.vertex_indices[indices[3 * k + 1]].vn_idx; + idx1.texcoord_index = + face.vertex_indices[indices[3 * k + 1]].vt_idx; + idx2.vertex_index = face.vertex_indices[indices[3 * k + 2]].v_idx; + idx2.normal_index = + face.vertex_indices[indices[3 * k + 2]].vn_idx; + idx2.texcoord_index = + face.vertex_indices[indices[3 * k + 2]].vt_idx; + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.material_ids.push_back(material_id); + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); + } + } + +#else // Built-in ear clipping triangulation + + + face_t remainingFace = face; // copy + size_t guess_vert = 0; + vertex_index_t ind[3]; + real_t vx[3]; + real_t vy[3]; + + // How many iterations can we do without decreasing the remaining + // vertices. + size_t remainingIterations = face.vertex_indices.size(); + size_t previousRemainingVertices = + remainingFace.vertex_indices.size(); + + while (remainingFace.vertex_indices.size() > 3 && + remainingIterations > 0) { + // std::cout << "remainingIterations " << remainingIterations << + // "\n"; + + npolys = remainingFace.vertex_indices.size(); + if (guess_vert >= npolys) { + guess_vert -= npolys; + } + + if (previousRemainingVertices != npolys) { + // The number of remaining vertices decreased. Reset counters. + previousRemainingVertices = npolys; + remainingIterations = npolys; + } + else { + // We didn't consume a vertex on previous iteration, reduce the + // available iterations. + remainingIterations--; + } + + for (size_t k = 0; k < 3; k++) { + ind[k] = remainingFace.vertex_indices[(guess_vert + k) % npolys]; + size_t vi = size_t(ind[k].v_idx); + if (((vi * 3 + axes[0]) >= v.size()) || + ((vi * 3 + axes[1]) >= v.size())) { + // ??? + vx[k] = static_cast(0.0); + vy[k] = static_cast(0.0); + } + else { + vx[k] = v[vi * 3 + axes[0]]; + vy[k] = v[vi * 3 + axes[1]]; + } + } + + // + // area is calculated per face + // + real_t e0x = vx[1] - vx[0]; + real_t e0y = vy[1] - vy[0]; + real_t e1x = vx[2] - vx[1]; + real_t e1y = vy[2] - vy[1]; + real_t cross = e0x * e1y - e0y * e1x; + // std::cout << "axes = " << axes[0] << ", " << axes[1] << "\n"; + // std::cout << "e0x, e0y, e1x, e1y " << e0x << ", " << e0y << ", " + // << e1x << ", " << e1y << "\n"; + + real_t area = (vx[0] * vy[1] - vy[0] * vx[1]) * static_cast(0.5); + // std::cout << "cross " << cross << ", area " << area << "\n"; + // if an internal angle + if (cross * area < static_cast(0.0)) { + // std::cout << "internal \n"; + guess_vert += 1; + // std::cout << "guess vert : " << guess_vert << "\n"; + continue; + } + + // check all other verts in case they are inside this triangle + bool overlap = false; + for (size_t otherVert = 3; otherVert < npolys; ++otherVert) { + size_t idx = (guess_vert + otherVert) % npolys; + + if (idx >= remainingFace.vertex_indices.size()) { + // std::cout << "???0\n"; + // ??? + continue; + } + + size_t ovi = size_t(remainingFace.vertex_indices[idx].v_idx); + + if (((ovi * 3 + axes[0]) >= v.size()) || + ((ovi * 3 + axes[1]) >= v.size())) { + // std::cout << "???1\n"; + // ??? + continue; + } + real_t tx = v[ovi * 3 + axes[0]]; + real_t ty = v[ovi * 3 + axes[1]]; + if (pnpoly(3, vx, vy, tx, ty)) { + // std::cout << "overlap\n"; + overlap = true; + break; + } + } + + if (overlap) { + // std::cout << "overlap2\n"; + guess_vert += 1; + continue; + } + + // this triangle is an ear + { + index_t idx0, idx1, idx2; + idx0.vertex_index = ind[0].v_idx; + idx0.normal_index = ind[0].vn_idx; + idx0.texcoord_index = ind[0].vt_idx; + idx1.vertex_index = ind[1].v_idx; + idx1.normal_index = ind[1].vn_idx; + idx1.texcoord_index = ind[1].vt_idx; + idx2.vertex_index = ind[2].v_idx; + idx2.normal_index = ind[2].vn_idx; + idx2.texcoord_index = ind[2].vt_idx; + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.material_ids.push_back(material_id); + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); + } + + // remove v1 from the list + size_t removed_vert_index = (guess_vert + 1) % npolys; + while (removed_vert_index + 1 < npolys) { + remainingFace.vertex_indices[removed_vert_index] = + remainingFace.vertex_indices[removed_vert_index + 1]; + removed_vert_index += 1; + } + remainingFace.vertex_indices.pop_back(); + } + + // std::cout << "remainingFace.vi.size = " << + // remainingFace.vertex_indices.size() << "\n"; + if (remainingFace.vertex_indices.size() == 3) { + i0 = remainingFace.vertex_indices[0]; + i1 = remainingFace.vertex_indices[1]; + i2 = remainingFace.vertex_indices[2]; + { + index_t idx0, idx1, idx2; + idx0.vertex_index = i0.v_idx; + idx0.normal_index = i0.vn_idx; + idx0.texcoord_index = i0.vt_idx; + idx1.vertex_index = i1.v_idx; + idx1.normal_index = i1.vn_idx; + idx1.texcoord_index = i1.vt_idx; + idx2.vertex_index = i2.v_idx; + idx2.normal_index = i2.vn_idx; + idx2.texcoord_index = i2.vt_idx; + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.material_ids.push_back(material_id); + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); + } + } +#endif + } // npolys + } + else { + for (size_t k = 0; k < npolys; k++) { + index_t idx; + idx.vertex_index = face.vertex_indices[k].v_idx; + idx.normal_index = face.vertex_indices[k].vn_idx; + idx.texcoord_index = face.vertex_indices[k].vt_idx; + shape->mesh.indices.push_back(idx); + } + + shape->mesh.num_face_vertices.push_back( + static_cast(npolys)); + shape->mesh.material_ids.push_back(material_id); // per face + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); // per face + } + } + + shape->mesh.tags = tags; + } + + // line + if (!prim_group.lineGroup.empty()) { + // Flatten indices + for (size_t i = 0; i < prim_group.lineGroup.size(); i++) { + for (size_t j = 0; j < prim_group.lineGroup[i].vertex_indices.size(); + j++) { + const vertex_index_t& vi = prim_group.lineGroup[i].vertex_indices[j]; + + index_t idx; + idx.vertex_index = vi.v_idx; + idx.normal_index = vi.vn_idx; + idx.texcoord_index = vi.vt_idx; + + shape->lines.indices.push_back(idx); + } + + shape->lines.num_line_vertices.push_back( + int(prim_group.lineGroup[i].vertex_indices.size())); + } + } + + // points + if (!prim_group.pointsGroup.empty()) { + // Flatten & convert indices + for (size_t i = 0; i < prim_group.pointsGroup.size(); i++) { + for (size_t j = 0; j < prim_group.pointsGroup[i].vertex_indices.size(); + j++) { + const vertex_index_t& vi = prim_group.pointsGroup[i].vertex_indices[j]; + + index_t idx; + idx.vertex_index = vi.v_idx; + idx.normal_index = vi.vn_idx; + idx.texcoord_index = vi.vt_idx; + + shape->points.indices.push_back(idx); + } + } + } + + return true; + } + + // Split a string with specified delimiter character and escape character. + // https://rosettacode.org/wiki/Tokenize_a_string_with_escaping#C.2B.2B + static void SplitString(const std::string& s, char delim, char escape, + std::vector& elems) { + std::string token; + + bool escaping = false; + for (size_t i = 0; i < s.size(); ++i) { + char ch = s[i]; + if (escaping) { + escaping = false; + } + else if (ch == escape) { + escaping = true; + continue; + } + else if (ch == delim) { + if (!token.empty()) { + elems.push_back(token); + } + token.clear(); + continue; + } + token += ch; + } + + elems.push_back(token); + } + + static std::string JoinPath(const std::string& dir, + const std::string& filename) { + if (dir.empty()) { + return filename; + } + else { + // check '/' + char lastChar = *dir.rbegin(); + if (lastChar != '/') { + return dir + std::string("/") + filename; + } + else { + return dir + filename; + } + } + } + + void LoadMtl(std::map* material_map, + std::vector* materials, std::istream* inStream, + std::string* warning, std::string* err) { + (void)err; + + // Create a default material anyway. + material_t material; + InitMaterial(&material); + + // Issue 43. `d` wins against `Tr` since `Tr` is not in the MTL specification. + bool has_d = false; + bool has_tr = false; + + // has_kd is used to set a default diffuse value when map_Kd is present + // and Kd is not. + bool has_kd = false; + + std::stringstream warn_ss; + + size_t line_no = 0; + std::string linebuf; + while (inStream->peek() != -1) { + safeGetline(*inStream, linebuf); + line_no++; + + // Trim trailing whitespace. + if (linebuf.size() > 0) { + linebuf = linebuf.substr(0, linebuf.find_last_not_of(" \t") + 1); + } + + // Trim newline '\r\n' or '\n' + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\n') + linebuf.erase(linebuf.size() - 1); + } + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\r') + linebuf.erase(linebuf.size() - 1); + } + + // Skip if empty line. + if (linebuf.empty()) { + continue; + } + + // Skip leading space. + const char* token = linebuf.c_str(); + token += strspn(token, " \t"); + + assert(token); + if (token[0] == '\0') continue; // empty line + + if (token[0] == '#') continue; // comment line + + // new mtl + if ((0 == strncmp(token, "newmtl", 6)) && IS_SPACE((token[6]))) { + // flush previous material. + if (!material.name.empty()) { + material_map->insert(std::pair( + material.name, static_cast(materials->size()))); + materials->push_back(material); + } + + // initial temporary material + InitMaterial(&material); + + has_d = false; + has_tr = false; + + // set new mtl name + token += 7; + { + std::stringstream sstr; + sstr << token; + material.name = sstr.str(); + } + continue; + } + + // ambient + if (token[0] == 'K' && token[1] == 'a' && IS_SPACE((token[2]))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.ambient[0] = r; + material.ambient[1] = g; + material.ambient[2] = b; + continue; + } + + // diffuse + if (token[0] == 'K' && token[1] == 'd' && IS_SPACE((token[2]))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.diffuse[0] = r; + material.diffuse[1] = g; + material.diffuse[2] = b; + has_kd = true; + continue; + } + + // specular + if (token[0] == 'K' && token[1] == 's' && IS_SPACE((token[2]))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.specular[0] = r; + material.specular[1] = g; + material.specular[2] = b; + continue; + } + + // transmittance + if ((token[0] == 'K' && token[1] == 't' && IS_SPACE((token[2]))) || + (token[0] == 'T' && token[1] == 'f' && IS_SPACE((token[2])))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.transmittance[0] = r; + material.transmittance[1] = g; + material.transmittance[2] = b; + continue; + } + + // ior(index of refraction) + if (token[0] == 'N' && token[1] == 'i' && IS_SPACE((token[2]))) { + token += 2; + material.ior = parseReal(&token); + continue; + } + + // emission + if (token[0] == 'K' && token[1] == 'e' && IS_SPACE(token[2])) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.emission[0] = r; + material.emission[1] = g; + material.emission[2] = b; + continue; + } + + // shininess + if (token[0] == 'N' && token[1] == 's' && IS_SPACE(token[2])) { + token += 2; + material.shininess = parseReal(&token); + continue; + } + + // illum model + if (0 == strncmp(token, "illum", 5) && IS_SPACE(token[5])) { + token += 6; + material.illum = parseInt(&token); + continue; + } + + // dissolve + if ((token[0] == 'd' && IS_SPACE(token[1]))) { + token += 1; + material.dissolve = parseReal(&token); + + if (has_tr) { + warn_ss << "Both `d` and `Tr` parameters defined for \"" + << material.name + << "\". Use the value of `d` for dissolve (line " << line_no + << " in .mtl.)\n"; + } + has_d = true; + continue; + } + if (token[0] == 'T' && token[1] == 'r' && IS_SPACE(token[2])) { + token += 2; + if (has_d) { + // `d` wins. Ignore `Tr` value. + warn_ss << "Both `d` and `Tr` parameters defined for \"" + << material.name + << "\". Use the value of `d` for dissolve (line " << line_no + << " in .mtl.)\n"; + } + else { + // We invert value of Tr(assume Tr is in range [0, 1]) + // NOTE: Interpretation of Tr is application(exporter) dependent. For + // some application(e.g. 3ds max obj exporter), Tr = d(Issue 43) + material.dissolve = static_cast(1.0) - parseReal(&token); + } + has_tr = true; + continue; + } + + // PBR: roughness + if (token[0] == 'P' && token[1] == 'r' && IS_SPACE(token[2])) { + token += 2; + material.roughness = parseReal(&token); + continue; + } + + // PBR: metallic + if (token[0] == 'P' && token[1] == 'm' && IS_SPACE(token[2])) { + token += 2; + material.metallic = parseReal(&token); + continue; + } + + // PBR: sheen + if (token[0] == 'P' && token[1] == 's' && IS_SPACE(token[2])) { + token += 2; + material.sheen = parseReal(&token); + continue; + } + + // PBR: clearcoat thickness + if (token[0] == 'P' && token[1] == 'c' && IS_SPACE(token[2])) { + token += 2; + material.clearcoat_thickness = parseReal(&token); + continue; + } + + // PBR: clearcoat roughness + if ((0 == strncmp(token, "Pcr", 3)) && IS_SPACE(token[3])) { + token += 4; + material.clearcoat_roughness = parseReal(&token); + continue; + } + + // PBR: anisotropy + if ((0 == strncmp(token, "aniso", 5)) && IS_SPACE(token[5])) { + token += 6; + material.anisotropy = parseReal(&token); + continue; + } + + // PBR: anisotropy rotation + if ((0 == strncmp(token, "anisor", 6)) && IS_SPACE(token[6])) { + token += 7; + material.anisotropy_rotation = parseReal(&token); + continue; + } + + // ambient texture + if ((0 == strncmp(token, "map_Ka", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.ambient_texname), + &(material.ambient_texopt), token); + continue; + } + + // diffuse texture + if ((0 == strncmp(token, "map_Kd", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.diffuse_texname), + &(material.diffuse_texopt), token); + + // Set a decent diffuse default value if a diffuse texture is specified + // without a matching Kd value. + if (!has_kd) { + material.diffuse[0] = static_cast(0.6); + material.diffuse[1] = static_cast(0.6); + material.diffuse[2] = static_cast(0.6); + } + + continue; + } + + // specular texture + if ((0 == strncmp(token, "map_Ks", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.specular_texname), + &(material.specular_texopt), token); + continue; + } + + // specular highlight texture + if ((0 == strncmp(token, "map_Ns", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.specular_highlight_texname), + &(material.specular_highlight_texopt), token); + continue; + } + + // bump texture + if ((0 == strncmp(token, "map_bump", 8)) && IS_SPACE(token[8])) { + token += 9; + ParseTextureNameAndOption(&(material.bump_texname), + &(material.bump_texopt), token); + continue; + } + + // bump texture + if ((0 == strncmp(token, "map_Bump", 8)) && IS_SPACE(token[8])) { + token += 9; + ParseTextureNameAndOption(&(material.bump_texname), + &(material.bump_texopt), token); + continue; + } + + // bump texture + if ((0 == strncmp(token, "bump", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.bump_texname), + &(material.bump_texopt), token); + continue; + } + + // alpha texture + if ((0 == strncmp(token, "map_d", 5)) && IS_SPACE(token[5])) { + token += 6; + material.alpha_texname = token; + ParseTextureNameAndOption(&(material.alpha_texname), + &(material.alpha_texopt), token); + continue; + } + + // displacement texture + if ((0 == strncmp(token, "disp", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.displacement_texname), + &(material.displacement_texopt), token); + continue; + } + + // reflection map + if ((0 == strncmp(token, "refl", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.reflection_texname), + &(material.reflection_texopt), token); + continue; + } + + // PBR: roughness texture + if ((0 == strncmp(token, "map_Pr", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.roughness_texname), + &(material.roughness_texopt), token); + continue; + } + + // PBR: metallic texture + if ((0 == strncmp(token, "map_Pm", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.metallic_texname), + &(material.metallic_texopt), token); + continue; + } + + // PBR: sheen texture + if ((0 == strncmp(token, "map_Ps", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.sheen_texname), + &(material.sheen_texopt), token); + continue; + } + + // PBR: emissive texture + if ((0 == strncmp(token, "map_Ke", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.emissive_texname), + &(material.emissive_texopt), token); + continue; + } + + // PBR: normal map texture + if ((0 == strncmp(token, "norm", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.normal_texname), + &(material.normal_texopt), token); + continue; + } + + // unknown parameter + const char* _space = strchr(token, ' '); + if (!_space) { + _space = strchr(token, '\t'); + } + if (_space) { + std::ptrdiff_t len = _space - token; + std::string key(token, static_cast(len)); + std::string value = _space + 1; + material.unknown_parameter.insert( + std::pair(key, value)); + } + } + // flush last material. + material_map->insert(std::pair( + material.name, static_cast(materials->size()))); + materials->push_back(material); + + if (warning) { + (*warning) = warn_ss.str(); + } + } + + bool MaterialFileReader::operator()(const std::string& matId, + std::vector* materials, + std::map* matMap, + std::string* warn, std::string* err) { + if (!m_mtlBaseDir.empty()) { +#ifdef _WIN32 + char sep = ';'; +#else + char sep = ':'; +#endif + + // https://stackoverflow.com/questions/5167625/splitting-a-c-stdstring-using-tokens-e-g + std::vector paths; + std::istringstream f(m_mtlBaseDir); + + std::string s; + while (getline(f, s, sep)) { + paths.push_back(s); + } + + for (size_t i = 0; i < paths.size(); i++) { + std::string filepath = JoinPath(paths[i], matId); + + std::ifstream matIStream(filepath.c_str()); + if (matIStream) { + LoadMtl(matMap, materials, &matIStream, warn, err); + + return true; + } + } + + std::stringstream ss; + ss << "Material file [ " << matId + << " ] not found in a path : " << m_mtlBaseDir << "\n"; + if (warn) { + (*warn) += ss.str(); + } + return false; + + } + else { + std::string filepath = matId; + std::ifstream matIStream(filepath.c_str()); + if (matIStream) { + LoadMtl(matMap, materials, &matIStream, warn, err); + + return true; + } + + std::stringstream ss; + ss << "Material file [ " << filepath + << " ] not found in a path : " << m_mtlBaseDir << "\n"; + if (warn) { + (*warn) += ss.str(); + } + + return false; + } + } + + bool MaterialStreamReader::operator()(const std::string& matId, + std::vector* materials, + std::map* matMap, + std::string* warn, std::string* err) { + (void)err; + (void)matId; + if (!m_inStream) { + std::stringstream ss; + ss << "Material stream in error state. \n"; + if (warn) { + (*warn) += ss.str(); + } + return false; + } + + LoadMtl(matMap, materials, &m_inStream, warn, err); + + return true; + } + + bool LoadObj(attrib_t* attrib, std::vector* shapes, + std::vector* materials, std::string* warn, + std::string* err, const char* filename, const char* mtl_basedir, + bool triangulate, bool default_vcols_fallback) { + attrib->vertices.clear(); + attrib->normals.clear(); + attrib->texcoords.clear(); + attrib->colors.clear(); + shapes->clear(); + + std::stringstream errss; + + std::ifstream ifs(filename); + if (!ifs) { + errss << "Cannot open file [" << filename << "]\n"; + if (err) { + (*err) = errss.str(); + } + return false; + } + + std::string baseDir = mtl_basedir ? mtl_basedir : ""; + if (!baseDir.empty()) { +#ifndef _WIN32 + const char dirsep = '/'; +#else + const char dirsep = '\\'; +#endif + if (baseDir[baseDir.length() - 1] != dirsep) baseDir += dirsep; + } + MaterialFileReader matFileReader(baseDir); + + return LoadObj(attrib, shapes, materials, warn, err, &ifs, &matFileReader, + triangulate, default_vcols_fallback); + } + + bool LoadObj(attrib_t* attrib, std::vector* shapes, + std::vector* materials, std::string* warn, + std::string* err, std::istream* inStream, + MaterialReader* readMatFn /*= NULL*/, bool triangulate, + bool default_vcols_fallback) { + std::stringstream errss; + + std::vector v; + std::vector vn; + std::vector vt; + std::vector vc; + std::vector vw; + std::vector tags; + PrimGroup prim_group; + std::string name; + + // material + std::set material_filenames; + std::map material_map; + int material = -1; + + // smoothing group id + unsigned int current_smoothing_id = + 0; // Initial value. 0 means no smoothing. + + int greatest_v_idx = -1; + int greatest_vn_idx = -1; + int greatest_vt_idx = -1; + + shape_t shape; + + bool found_all_colors = true; + + size_t line_num = 0; + std::string linebuf; + while (inStream->peek() != -1) { + safeGetline(*inStream, linebuf); + + line_num++; + + // Trim newline '\r\n' or '\n' + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\n') + linebuf.erase(linebuf.size() - 1); + } + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\r') + linebuf.erase(linebuf.size() - 1); + } + + // Skip if empty line. + if (linebuf.empty()) { + continue; + } + + // Skip leading space. + const char* token = linebuf.c_str(); + token += strspn(token, " \t"); + + assert(token); + if (token[0] == '\0') continue; // empty line + + if (token[0] == '#') continue; // comment line + + // vertex + if (token[0] == 'v' && IS_SPACE((token[1]))) { + token += 2; + real_t x, y, z; + real_t r, g, b; + + found_all_colors &= parseVertexWithColor(&x, &y, &z, &r, &g, &b, &token); + + v.push_back(x); + v.push_back(y); + v.push_back(z); + + if (found_all_colors || default_vcols_fallback) { + vc.push_back(r); + vc.push_back(g); + vc.push_back(b); + } + + continue; + } + + // normal + if (token[0] == 'v' && token[1] == 'n' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y, z; + parseReal3(&x, &y, &z, &token); + vn.push_back(x); + vn.push_back(y); + vn.push_back(z); + continue; + } + + // texcoord + if (token[0] == 'v' && token[1] == 't' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y; + parseReal2(&x, &y, &token); + vt.push_back(x); + vt.push_back(y); + continue; + } + + // skin weight. tinyobj extension + if (token[0] == 'v' && token[1] == 'w' && IS_SPACE((token[2]))) { + token += 3; + + // vw ... + // example: + // vw 0 0 0.25 1 0.25 2 0.5 + + // TODO(syoyo): Add syntax check + int vid = 0; + vid = parseInt(&token); + + skin_weight_t sw; + + sw.vertex_id = vid; + + while (!IS_NEW_LINE(token[0])) { + real_t j, w; + // joint_id should not be negative, weight may be negative + // TODO(syoyo): # of elements check + parseReal2(&j, &w, &token, -1.0); + + if (j < static_cast(0)) { + if (err) { + std::stringstream ss; + ss << "Failed parse `vw' line. joint_id is negative. " + "line " + << line_num << ".)\n"; + (*err) += ss.str(); + } + return false; + } + + joint_and_weight_t jw; + + jw.joint_id = int(j); + jw.weight = w; + + sw.weightValues.push_back(jw); + + size_t n = strspn(token, " \t\r"); + token += n; + } + + vw.push_back(sw); + } + + // line + if (token[0] == 'l' && IS_SPACE((token[1]))) { + token += 2; + + __line_t line; + + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi; + if (!parseTriple(&token, static_cast(v.size() / 3), + static_cast(vn.size() / 3), + static_cast(vt.size() / 2), &vi)) { + if (err) { + std::stringstream ss; + ss << "Failed parse `l' line(e.g. zero value for vertex index. " + "line " + << line_num << ".)\n"; + (*err) += ss.str(); + } + return false; + } + + line.vertex_indices.push_back(vi); + + size_t n = strspn(token, " \t\r"); + token += n; + } + + prim_group.lineGroup.push_back(line); + + continue; + } + + // points + if (token[0] == 'p' && IS_SPACE((token[1]))) { + token += 2; + + __points_t pts; + + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi; + if (!parseTriple(&token, static_cast(v.size() / 3), + static_cast(vn.size() / 3), + static_cast(vt.size() / 2), &vi)) { + if (err) { + std::stringstream ss; + ss << "Failed parse `p' line(e.g. zero value for vertex index. " + "line " + << line_num << ".)\n"; + (*err) += ss.str(); + } + return false; + } + + pts.vertex_indices.push_back(vi); + + size_t n = strspn(token, " \t\r"); + token += n; + } + + prim_group.pointsGroup.push_back(pts); + + continue; + } + + // face + if (token[0] == 'f' && IS_SPACE((token[1]))) { + token += 2; + token += strspn(token, " \t"); + + face_t face; + + face.smoothing_group_id = current_smoothing_id; + face.vertex_indices.reserve(3); + + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi; + if (!parseTriple(&token, static_cast(v.size() / 3), + static_cast(vn.size() / 3), + static_cast(vt.size() / 2), &vi)) { + if (err) { + std::stringstream ss; + ss << "Failed parse `f' line(e.g. zero value for face index. line " + << line_num << ".)\n"; + (*err) += ss.str(); + } + return false; + } + + greatest_v_idx = greatest_v_idx > vi.v_idx ? greatest_v_idx : vi.v_idx; + greatest_vn_idx = + greatest_vn_idx > vi.vn_idx ? greatest_vn_idx : vi.vn_idx; + greatest_vt_idx = + greatest_vt_idx > vi.vt_idx ? greatest_vt_idx : vi.vt_idx; + + face.vertex_indices.push_back(vi); + size_t n = strspn(token, " \t\r"); + token += n; + } + + // replace with emplace_back + std::move on C++11 + prim_group.faceGroup.push_back(face); + + continue; + } + + // use mtl + if ((0 == strncmp(token, "usemtl", 6))) { + token += 6; + std::string namebuf = parseString(&token); + + int newMaterialId = -1; + std::map::const_iterator it = + material_map.find(namebuf); + if (it != material_map.end()) { + newMaterialId = it->second; + } + else { + // { error!! material not found } + if (warn) { + (*warn) += "material [ '" + namebuf + "' ] not found in .mtl\n"; + } + } + + if (newMaterialId != material) { + // Create per-face material. Thus we don't add `shape` to `shapes` at + // this time. + // just clear `faceGroup` after `exportGroupsToShape()` call. + exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + prim_group.faceGroup.clear(); + material = newMaterialId; + } + + continue; + } + + // load mtl + if ((0 == strncmp(token, "mtllib", 6)) && IS_SPACE((token[6]))) { + if (readMatFn) { + token += 7; + + std::vector filenames; + SplitString(std::string(token), ' ', '\\', filenames); + + if (filenames.empty()) { + if (warn) { + std::stringstream ss; + ss << "Looks like empty filename for mtllib. Use default " + "material (line " + << line_num << ".)\n"; + + (*warn) += ss.str(); + } + } + else { + bool found = false; + for (size_t s = 0; s < filenames.size(); s++) { + if (material_filenames.count(filenames[s]) > 0) { + found = true; + continue; + } + + std::string warn_mtl; + std::string err_mtl; + bool ok = (*readMatFn)(filenames[s].c_str(), materials, + &material_map, &warn_mtl, &err_mtl); + if (warn && (!warn_mtl.empty())) { + (*warn) += warn_mtl; + } + + if (err && (!err_mtl.empty())) { + (*err) += err_mtl; + } + + if (ok) { + found = true; + material_filenames.insert(filenames[s]); + break; + } + } + + if (!found) { + if (warn) { + (*warn) += + "Failed to load material file(s). Use default " + "material.\n"; + } + } + } + } + + continue; + } + + // group name + if (token[0] == 'g' && IS_SPACE((token[1]))) { + // flush previous face group. + bool ret = exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + (void)ret; // return value not used. + + if (shape.mesh.indices.size() > 0) { + shapes->push_back(shape); + } + + shape = shape_t(); + + // material = -1; + prim_group.clear(); + + std::vector names; + + while (!IS_NEW_LINE(token[0])) { + std::string str = parseString(&token); + names.push_back(str); + token += strspn(token, " \t\r"); // skip tag + } + + // names[0] must be 'g' + + if (names.size() < 2) { + // 'g' with empty names + if (warn) { + std::stringstream ss; + ss << "Empty group name. line: " << line_num << "\n"; + (*warn) += ss.str(); + name = ""; + } + } + else { + std::stringstream ss; + ss << names[1]; + + // tinyobjloader does not support multiple groups for a primitive. + // Currently we concatinate multiple group names with a space to get + // single group name. + + for (size_t i = 2; i < names.size(); i++) { + ss << " " << names[i]; + } + + name = ss.str(); + } + + continue; + } + + // object name + if (token[0] == 'o' && IS_SPACE((token[1]))) { + // flush previous face group. + bool ret = exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + (void)ret; // return value not used. + + if (shape.mesh.indices.size() > 0 || shape.lines.indices.size() > 0 || + shape.points.indices.size() > 0) { + shapes->push_back(shape); + } + + // material = -1; + prim_group.clear(); + shape = shape_t(); + + // @todo { multiple object name? } + token += 2; + std::stringstream ss; + ss << token; + name = ss.str(); + + continue; + } + + if (token[0] == 't' && IS_SPACE(token[1])) { + const int max_tag_nums = 8192; // FIXME(syoyo): Parameterize. + tag_t tag; + + token += 2; + + tag.name = parseString(&token); + + tag_sizes ts = parseTagTriple(&token); + + if (ts.num_ints < 0) { + ts.num_ints = 0; + } + if (ts.num_ints > max_tag_nums) { + ts.num_ints = max_tag_nums; + } + + if (ts.num_reals < 0) { + ts.num_reals = 0; + } + if (ts.num_reals > max_tag_nums) { + ts.num_reals = max_tag_nums; + } + + if (ts.num_strings < 0) { + ts.num_strings = 0; + } + if (ts.num_strings > max_tag_nums) { + ts.num_strings = max_tag_nums; + } + + tag.intValues.resize(static_cast(ts.num_ints)); + + for (size_t i = 0; i < static_cast(ts.num_ints); ++i) { + tag.intValues[i] = parseInt(&token); + } + + tag.floatValues.resize(static_cast(ts.num_reals)); + for (size_t i = 0; i < static_cast(ts.num_reals); ++i) { + tag.floatValues[i] = parseReal(&token); + } + + tag.stringValues.resize(static_cast(ts.num_strings)); + for (size_t i = 0; i < static_cast(ts.num_strings); ++i) { + tag.stringValues[i] = parseString(&token); + } + + tags.push_back(tag); + + continue; + } + + if (token[0] == 's' && IS_SPACE(token[1])) { + // smoothing group id + token += 2; + + // skip space. + token += strspn(token, " \t"); // skip space + + if (token[0] == '\0') { + continue; + } + + if (token[0] == '\r' || token[1] == '\n') { + continue; + } + + if (strlen(token) >= 3 && token[0] == 'o' && token[1] == 'f' && + token[2] == 'f') { + current_smoothing_id = 0; + } + else { + // assume number + int smGroupId = parseInt(&token); + if (smGroupId < 0) { + // parse error. force set to 0. + // FIXME(syoyo): Report warning. + current_smoothing_id = 0; + } + else { + current_smoothing_id = static_cast(smGroupId); + } + } + + continue; + } // smoothing group id + + // Ignore unknown command. + } + + // not all vertices have colors, no default colors desired? -> clear colors + if (!found_all_colors && !default_vcols_fallback) { + vc.clear(); + } + + if (greatest_v_idx >= static_cast(v.size() / 3)) { + if (warn) { + std::stringstream ss; + ss << "Vertex indices out of bounds (line " << line_num << ".)\n\n"; + (*warn) += ss.str(); + } + } + if (greatest_vn_idx >= static_cast(vn.size() / 3)) { + if (warn) { + std::stringstream ss; + ss << "Vertex normal indices out of bounds (line " << line_num << ".)\n\n"; + (*warn) += ss.str(); + } + } + if (greatest_vt_idx >= static_cast(vt.size() / 2)) { + if (warn) { + std::stringstream ss; + ss << "Vertex texcoord indices out of bounds (line " << line_num << ".)\n\n"; + (*warn) += ss.str(); + } + } + + bool ret = exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + // exportGroupsToShape return false when `usemtl` is called in the last + // line. + // we also add `shape` to `shapes` when `shape.mesh` has already some + // faces(indices) + if (ret || shape.mesh.indices + .size()) { // FIXME(syoyo): Support other prims(e.g. lines) + shapes->push_back(shape); + } + prim_group.clear(); // for safety + + if (err) { + (*err) += errss.str(); + } + + attrib->vertices.swap(v); + attrib->vertex_weights.swap(v); + attrib->normals.swap(vn); + attrib->texcoords.swap(vt); + attrib->texcoord_ws.swap(vt); + attrib->colors.swap(vc); + attrib->skin_weights.swap(vw); + + return true; + } + + bool LoadObjWithCallback(std::istream& inStream, const callback_t& callback, + void* user_data /*= NULL*/, + MaterialReader* readMatFn /*= NULL*/, + std::string* warn, /* = NULL*/ + std::string* err /*= NULL*/) { + std::stringstream errss; + + // material + std::set material_filenames; + std::map material_map; + int material_id = -1; // -1 = invalid + + std::vector indices; + std::vector materials; + std::vector names; + names.reserve(2); + std::vector names_out; + + std::string linebuf; + while (inStream.peek() != -1) { + safeGetline(inStream, linebuf); + + // Trim newline '\r\n' or '\n' + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\n') + linebuf.erase(linebuf.size() - 1); + } + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\r') + linebuf.erase(linebuf.size() - 1); + } + + // Skip if empty line. + if (linebuf.empty()) { + continue; + } + + // Skip leading space. + const char* token = linebuf.c_str(); + token += strspn(token, " \t"); + + assert(token); + if (token[0] == '\0') continue; // empty line + + if (token[0] == '#') continue; // comment line + + // vertex + if (token[0] == 'v' && IS_SPACE((token[1]))) { + token += 2; + // TODO(syoyo): Support parsing vertex color extension. + real_t x, y, z, w; // w is optional. default = 1.0 + parseV(&x, &y, &z, &w, &token); + if (callback.vertex_cb) { + callback.vertex_cb(user_data, x, y, z, w); + } + continue; + } + + // normal + if (token[0] == 'v' && token[1] == 'n' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y, z; + parseReal3(&x, &y, &z, &token); + if (callback.normal_cb) { + callback.normal_cb(user_data, x, y, z); + } + continue; + } + + // texcoord + if (token[0] == 'v' && token[1] == 't' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y, z; // y and z are optional. default = 0.0 + parseReal3(&x, &y, &z, &token); + if (callback.texcoord_cb) { + callback.texcoord_cb(user_data, x, y, z); + } + continue; + } + + // face + if (token[0] == 'f' && IS_SPACE((token[1]))) { + token += 2; + token += strspn(token, " \t"); + + indices.clear(); + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi = parseRawTriple(&token); + + index_t idx; + idx.vertex_index = vi.v_idx; + idx.normal_index = vi.vn_idx; + idx.texcoord_index = vi.vt_idx; + + indices.push_back(idx); + size_t n = strspn(token, " \t\r"); + token += n; + } + + if (callback.index_cb && indices.size() > 0) { + callback.index_cb(user_data, &indices.at(0), + static_cast(indices.size())); + } + + continue; + } + + // use mtl + if ((0 == strncmp(token, "usemtl", 6)) && IS_SPACE((token[6]))) { + token += 7; + std::stringstream ss; + ss << token; + std::string namebuf = ss.str(); + + int newMaterialId = -1; + std::map::const_iterator it = + material_map.find(namebuf); + if (it != material_map.end()) { + newMaterialId = it->second; + } + else { + // { warn!! material not found } + if (warn && (!callback.usemtl_cb)) { + (*warn) += "material [ " + namebuf + " ] not found in .mtl\n"; + } + } + + if (newMaterialId != material_id) { + material_id = newMaterialId; + } + + if (callback.usemtl_cb) { + callback.usemtl_cb(user_data, namebuf.c_str(), material_id); + } + + continue; + } + + // load mtl + if ((0 == strncmp(token, "mtllib", 6)) && IS_SPACE((token[6]))) { + if (readMatFn) { + token += 7; + + std::vector filenames; + SplitString(std::string(token), ' ', '\\', filenames); + + if (filenames.empty()) { + if (warn) { + (*warn) += + "Looks like empty filename for mtllib. Use default " + "material. \n"; + } + } + else { + bool found = false; + for (size_t s = 0; s < filenames.size(); s++) { + if (material_filenames.count(filenames[s]) > 0) { + found = true; + continue; + } + + std::string warn_mtl; + std::string err_mtl; + bool ok = (*readMatFn)(filenames[s].c_str(), &materials, + &material_map, &warn_mtl, &err_mtl); + + if (warn && (!warn_mtl.empty())) { + (*warn) += warn_mtl; // This should be warn message. + } + + if (err && (!err_mtl.empty())) { + (*err) += err_mtl; + } + + if (ok) { + found = true; + material_filenames.insert(filenames[s]); + break; + } + } + + if (!found) { + if (warn) { + (*warn) += + "Failed to load material file(s). Use default " + "material.\n"; + } + } + else { + if (callback.mtllib_cb) { + callback.mtllib_cb(user_data, &materials.at(0), + static_cast(materials.size())); + } + } + } + } + + continue; + } + + // group name + if (token[0] == 'g' && IS_SPACE((token[1]))) { + names.clear(); + + while (!IS_NEW_LINE(token[0])) { + std::string str = parseString(&token); + names.push_back(str); + token += strspn(token, " \t\r"); // skip tag + } + + assert(names.size() > 0); + + if (callback.group_cb) { + if (names.size() > 1) { + // create const char* array. + names_out.resize(names.size() - 1); + for (size_t j = 0; j < names_out.size(); j++) { + names_out[j] = names[j + 1].c_str(); + } + callback.group_cb(user_data, &names_out.at(0), + static_cast(names_out.size())); + + } + else { + callback.group_cb(user_data, NULL, 0); + } + } + + continue; + } + + // object name + if (token[0] == 'o' && IS_SPACE((token[1]))) { + // @todo { multiple object name? } + token += 2; + + std::stringstream ss; + ss << token; + std::string object_name = ss.str(); + + if (callback.object_cb) { + callback.object_cb(user_data, object_name.c_str()); + } + + continue; + } + +#if 0 // @todo + if (token[0] == 't' && IS_SPACE(token[1])) { + tag_t tag; + + token += 2; + std::stringstream ss; + ss << token; + tag.name = ss.str(); + + token += tag.name.size() + 1; + + tag_sizes ts = parseTagTriple(&token); + + tag.intValues.resize(static_cast(ts.num_ints)); + + for (size_t i = 0; i < static_cast(ts.num_ints); ++i) { + tag.intValues[i] = atoi(token); + token += strcspn(token, "/ \t\r") + 1; + } + + tag.floatValues.resize(static_cast(ts.num_reals)); + for (size_t i = 0; i < static_cast(ts.num_reals); ++i) { + tag.floatValues[i] = parseReal(&token); + token += strcspn(token, "/ \t\r") + 1; + } + + tag.stringValues.resize(static_cast(ts.num_strings)); + for (size_t i = 0; i < static_cast(ts.num_strings); ++i) { + std::stringstream ss; + ss << token; + tag.stringValues[i] = ss.str(); + token += tag.stringValues[i].size() + 1; + } + + tags.push_back(tag); + } +#endif + + // Ignore unknown command. + } + + if (err) { + (*err) += errss.str(); + } + + return true; + } + + bool ObjReader::ParseFromFile(const std::string& filename, + const ObjReaderConfig& config) { + std::string mtl_search_path; + + if (config.mtl_search_path.empty()) { + // + // split at last '/'(for unixish system) or '\\'(for windows) to get + // the base directory of .obj file + // + size_t pos = filename.find_last_of("/\\"); + if (pos != std::string::npos) { + mtl_search_path = filename.substr(0, pos); + } + } + else { + mtl_search_path = config.mtl_search_path; + } + + // try + valid_ = LoadObj(&attrib_, &shapes_, &materials_, &warning_, &error_, + filename.c_str(), mtl_search_path.c_str(), + config.triangulate, config.vertex_color); + + return valid_; + } + + bool ObjReader::ParseFromString(const std::string& obj_text, + const std::string& mtl_text, + const ObjReaderConfig& config) { + std::stringbuf obj_buf(obj_text); + std::stringbuf mtl_buf(mtl_text); + + std::istream obj_ifs(&obj_buf); + std::istream mtl_ifs(&mtl_buf); + + MaterialStreamReader mtl_ss(mtl_ifs); + + valid_ = LoadObj(&attrib_, &shapes_, &materials_, &warning_, &error_, + &obj_ifs, &mtl_ss, config.triangulate, config.vertex_color); + + return valid_; + } + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif +} // namespace tinyobj + +#endif diff --git a/src/utilities.h b/src/utilities.h index d459e33..20e9b14 100644 --- a/src/utilities.h +++ b/src/utilities.h @@ -8,6 +8,10 @@ #include #include #include +#include + +#include +#include #define PI 3.1415926535897932384626422832795028841971f #define TWO_PI 6.2831853071795864769252867665590057683943f @@ -31,3 +35,95 @@ namespace utilityCore { extern std::string convertIntToString(int number); extern std::istream& safeGetline(std::istream& is, std::string& t); //Thanks to http://stackoverflow.com/a/6089413 } + +/** + * This class is used for timing the performance + * Uncopyable and unmovable + * + * Adapted from WindyDarian(https://github.com/WindyDarian) + */ +class PerformanceTimer +{ +public: + PerformanceTimer() + { + cudaEventCreate(&event_start); + cudaEventCreate(&event_end); + } + + ~PerformanceTimer() + { + cudaEventDestroy(event_start); + cudaEventDestroy(event_end); + } + + void startCpuTimer() + { + if (cpu_timer_started) { throw std::runtime_error("CPU timer already started"); } + cpu_timer_started = true; + + time_start_cpu = std::chrono::high_resolution_clock::now(); + } + + void endCpuTimer() + { + time_end_cpu = std::chrono::high_resolution_clock::now(); + + if (!cpu_timer_started) { throw std::runtime_error("CPU timer not started"); } + + std::chrono::duration duro = time_end_cpu - time_start_cpu; + prev_elapsed_time_cpu_milliseconds = + static_cast(duro.count()); + + cpu_timer_started = false; + } + + void startGpuTimer() + { + if (gpu_timer_started) { throw std::runtime_error("GPU timer already started"); } + gpu_timer_started = true; + + cudaEventRecord(event_start); + } + + void endGpuTimer() + { + cudaEventRecord(event_end); + cudaEventSynchronize(event_end); + + if (!gpu_timer_started) { throw std::runtime_error("GPU timer not started"); } + + cudaEventElapsedTime(&prev_elapsed_time_gpu_milliseconds, event_start, event_end); + gpu_timer_started = false; + } + + float getCpuElapsedTimeForPreviousOperation() //noexcept //(damn I need VS 2015 + { + return prev_elapsed_time_cpu_milliseconds; + } + + float getGpuElapsedTimeForPreviousOperation() //noexcept + { + return prev_elapsed_time_gpu_milliseconds; + } + + // remove copy and move functions + PerformanceTimer(const PerformanceTimer&) = delete; + PerformanceTimer(PerformanceTimer&&) = delete; + PerformanceTimer& operator=(const PerformanceTimer&) = delete; + PerformanceTimer& operator=(PerformanceTimer&&) = delete; + +private: + cudaEvent_t event_start = nullptr; + cudaEvent_t event_end = nullptr; + + using time_point_t = std::chrono::high_resolution_clock::time_point; + time_point_t time_start_cpu; + time_point_t time_end_cpu; + + bool cpu_timer_started = false; + bool gpu_timer_started = false; + + float prev_elapsed_time_cpu_milliseconds = 0.f; + float prev_elapsed_time_gpu_milliseconds = 0.f; +};