diff --git a/CMakeLists.txt b/CMakeLists.txt index c473e2c0..9f51f4d7 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -74,6 +74,7 @@ set(headers 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 110697ce..963e8141 100644 --- a/README.md +++ b/README.md @@ -3,11 +3,169 @@ 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) +* Haoquan Liang + * [LinkedIn](https://www.linkedin.com/in/leohaoquanliang/) +* Tested on: Windows 10, Ryzen 7 5800X 8 Core 3.80 GHz, NVIDIA GeForce RTX 3080 Ti 12 GB -### (TODO: Your README) +# Overview +![Overview](img/overview.png) +This project is a CUDA-based GPU path tracer capable of rendering globally-illuminated images very quickly. Path tracing is a ray tracing algorithm that sends rays from the Camera and, when a ray hits a reflective or refractive surface, recurses the process util it reaches a light source. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object to achieve the effect of physically accurate rendering. -*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. +# Table of Contents +[Features](#features) +[Feature Showcase and Analysis](#showcase) +[Bloopers](#bloopers) +[Reference](#reference) +# Features +## Core features +* [Ideal Diffuse surfaces](#diffuse) +* [Perfectly specular-reflective](#perf-specular) +* [Imperfect specular-reflective](#imperf-specular) +* [Path termination with Stream Compaction](#stream_compaction_term) +* [Sorting rays by materials](#ray_sorting) +* [Caching the first bounce intersections](#cache) +## Additional features +* [Refraction](#refract) +* [Physically-based depth-of-field](#dof) +* [Direct lighting](#directlighting) +* [Motion blur](#motionblur) +* [Stochastic Sampled Antialiasing](#ssaa) +* [Arbitrary obj mesh loading](#mesh) +* [Texture mapping with a basic procedural texture](#texture) +* [Post-processing shaders (greyscale, sepia, inverted, and high-contrast filters)](#post) + + +# Features Showcase and Analysis + +## BSDF Evaluation + +### Ideal Diffuse + +Diffuse is the most basic BSDF. It samples a cosine-weighted hemisphere on the intersection points, and evaluate the sampled rays from the surface. It gives a rough look on the surface. +![ideal diffuse](img/diffuse.png) + +### Perfectly Specular Reflective +A perfectly specular surface will reflect all the rays at the angle of incidence. It gives the surface a mirror look. +![perfectly specular](img/perf-specular.png) + +### Imperfect Specular Reflective +Instead of always reflecting the rays in the angle of incidence, the imperfect specular surface blends the result of perfect specular and perfect diffuse to give it a more natural metalic look. To enable imperfect specular, set `IMPERFECT_SPECULAR` to 1 in `interactions.h` +![imperfect specular](img/imperf-specular.png) + +## Path Termination using Stream Compaction +The code for path termination using stream compaction is as followed. The idea is to use the ray terminated function to determine which rays have terminated (no longer bounce around), and mark the terminated rays. Then, use the stream compaction algorithm to partition the running rays and the terminated rays, in order to achieve better performance by improving the threads locality. +Unfortunately, there isn't a baseline to compare the performance with. But path-termination using stream compaction is expected to improve the performance. + +``` +struct rayTerminated +{ + __host__ __device__ + bool operator()(const PathSegment& pathSegment) + { + return pathSegment.remainingBounces; + } +}; +PathSegment* path_end = thrust::stable_partition(thrust::device, dev_paths, dev_paths + num_paths, rayTerminated()); +num_paths = path_end - dev_paths; +iterationComplete = (num_paths == 0); +``` + + +## Sorting Rays +To enable ray sorting, set `SORT_RAYS` to 1 in `pathtrace.cu`. +Since each ray can hit a material of different BSDF computation, some rays might terminate early, while others can be in flight for a long time. This results in threads finishing at different times. To solve this problem, we can use radix sort to sort the rays by the material types. By making the rays that hit the same material contiguous in memory, we can improve the performance by terminating the idling warps early so they can be utilized again. However, since sorting adds a significant amount of computation overheads, this algorithm only helps improve the performance when there are many different material types in the scene. In a simple scene like Cornell box, toggling sorting rays on will actually decrease the performance. +I'm getting **19.2** fps for ray sorting on vs. **19.7** fps for ray sorting off for the refraction scene (higher is better), where there are 10 materials. +Then I added 8 more materials and 8 more spheres. I'm getting **18.6** fps for ray sorting on vs. **16.9** fps for ray soring off. It clearly proves that when there are less materials/objects in the scene, ray sorting may actually be slower than without it. But as the scene gets more complicated, sorting rays will increase the performance significantly. + + +## Caching the First Bounce Intersections +To enable first bounce intersections caching, set `CACHE_FIRST_BOUNCE` to 1 in `pathtrace.cu`. +One small improvement is to cache the first bounce intersections so it can be re-used for all the subsequent iterations. According to my test result, this provides a very small performance improvement. +From my tests on different scenes, caching the first bounce intersection generally gives a roughly **1/60 performance boost**. + +## Refraction +This uses the Schlick's approximation to implement the refraction effect. +From the left to the right, the refraction indices are 1.33 (water), 1.77 (sapphire), and 2.42 (diamond) +![Refraction](img/refract.png) + +## Depth of Field +Depth of Field in a path tracer is done by jittering rays within an aperture. It will add noises to the rays that does hit objects on the focal length, and create a blurry effect. +To enable DOF, set `DEPTH_OF_FIELD` to 1 in `pathtrace.cu`, and use `FOCAL_LENGTH` and `APERTURE` to adjust the effect. +The following scene has an aperture of 1.2 and a focal length of 10. It is easy to see that only the sphere in the center is clear, while eveything else seems blurred. +![DOF](img/dof.png) + +## Direct Lighting +In a path tracer, light intensity is the most important information, and ideally we want each bounce and iteration to carry as much information as possible. One way to achieve this is by always taking the final ray directly to a random point on the light source. +To enable direct lighting, set `DIRECT_LIGHTING` to 1 in `pathtrace.cu`. +Comparing the same scene with direct lighting on (left) and off (right), direct lighting makes the scene brighter. Additionally, it also converges faster when the iteration count is still low. + +## Motion Blur +Motion blur is achieved by averaging samples at different times in the animation. +To enable direct lighting, set `MOTION_BLUR` to 1 in `pathtrace.cu`, and define the motion of the objects in the scene by setting its "ENDPOS". The object will then move from its starting postion to the endpos. +In the following example, the sphere is moving down by 2 unit +![motionblur](img/motionblur.png) + +## Stochastic Sampled Anti-aliasing +Stochastic sampled anti-aliasing is a relatively low-cost anti-aliasing technique ahieved by jittering the sample locations that are spaced out regularly. This increase in low frequency noise would cause an image convoluted with this filter to scatter the high frequencies into low frequencies. Since the human visual system is more sensitive to low frequencies, this "tricks" people into thinking the there are less aliasing in the scene. +To enable antialiasing, set `ANTI_ALIASING` to 1. Note that in my current implementation, DOF can't be turned on with AA simultaneously. +Below is the comparison of the same scene with anti-aliasing on (left) and off (right). + +The following maginified image shows that with anti-aliasing (below), the image indeed look less "noisy". +![no anti-aliasing](img/aa_compare.png) + +## Mesh Loading +My pathtracer supports loading any number of arbitrary meshes in .obj format into the scene. +It uses the [tinyObjLoader](https://github.com/tinyobjloader/tinyobjloader) to parse the data in the .obj file. With the vert/face/norm/texture data, it assembles the triangles in the scene, and test ray-triangle intersection to render the mesh. +It also does bounding volume intersection culling by first checking rays against a volume that completely bounds the mesh. +Please see the sample scene files to learn how to load a mesh into the scene. +![mesh](img/mesh.png) +### Performance Analysis - Bounding Volume Check On vs. Off +I'm getting **1.8 fps** for the bounding culling on vs. **1.6 fps** for the bounding culling off (higher is better). +Bounding volume culling does give a slight performance boost. It is not a big difference, but that's mostly because I'm only testing the cow mesh. If the mesh is more complicated and has more out-of-bound vertices, the benefits are expected to be significantly bigger. + +## Texture Mapping with Simple Procedural Texture +Loading a mesh without its texture is no fun! Fortunately, my pathtracer also loads the texture and maps it on the mesh according to the given uv coordinates. +When there is no texture file, it will generate a simple procedural texture. +In the following scene, Mario is using a image texture, and the cow is using a procedural texture. +Please see the sample scene files to learn how to load a texture into the scene. + ![Texture-mapping](img/texture.png) +### Performance Analysis - Image Texture vs. Procedural Texture +I'm getting **1.8 fps** for the image texture vs. **1.7 fps** for the procedural texture (higher is better). +It's not a huge difference, and it makes sense because image texture is simply reading data from an image, while procedural texture involves computing noises and generating a new color. Additionally, I'm only generating the noise from a simple noise function. If a fansy procedural texture is desired, it will require multiple layers of noises, which is expected to slow down the frame rate even more. + +## Final Rays Post-processing +Final rays post-processing is basically taking the final color of the scene, and apply interesting filters to it by tuning its rgb value. +I implemented 3 simple post-proessing filters: greyscale, sepia, inverted, and high-contrast. +To enable direct lighting, set `POST_PROCESS` to 1 in `pathtrace.cu`, and set the desired filter (like `GREYSCALE`) to 1, while setting the other filter types to 0. +### No Filter +![nofilter](img/nofilter.png) +### Greyscale +Greyscale filter converts the color information to only light intensity information. The image will have many shades of gray in between. Greyscale color = 0.21R + 0.72G + 0.07B +![Greyscale](img/greyscale.png) +### Sepia +Sepia filter is a reddish-brown tone, and it is a chemical process used in photography. Sepia adjust each color channel with a certain value to add shades of brown to the image. +![Sepia](img/sepia.png) +### Inverted +Inverted filter is simply inverting the color of the scene. It makes the original dark pixels bright and bright pixels dark. It can be simply achieved by new color = 1 - original color. +![Inverted](img/inverted.png) +### High-contrast +High-contrast filter makes bright pixels brighter and dark pixels darker by multiplying the color according to its brightness by a small number. +![High-contrast](img/high-contrast.png) + +# Bloopers +### Wahoo! Toxic mushrooms! +![mario_toxic](img/Bloopers/mario_toxic.png) +This is caused by normalizing the interpolated UV coords +### Cow-rio +![cow-rio](img/Bloopers/cow-rio.png) +This is caused by forgetting to clear the triangle buffer (one is meant to be just the cow and the other is meant to be just the Mario) +### Motion refraction? +![motion-refraction](img/Bloopers/motion-refraction.png) +This is caused by unknown computation bugs when implementing motion blur. Instead of looking blurred, the supposedly blurry part looks like it's refracting. + + +# Refrence +* Meshes: [titanic](https://sketchfab.com/3d-models/lego-sinking-titanic-8048d606fcb54bcc9b3e0b52c5d6a394), [train](https://sketchfab.com/3d-models/train-fb2d125c67fe44c69c4238a9f5a12d5a#download), [Mario and Cow](https://www.cis.upenn.edu/~cis4600/22fa/hw/hw04/openglFun.html) +* [Formulas reference](https://pbr-book.org/) +* [Base structure reference](https://onedrive.live.com/view.aspx?resid=A6B78147D66DD722!96250&ithint=file%2cpptx&authkey=!AHM5o0OIig5tENc) diff --git a/img/Bloopers/cow-rio.png b/img/Bloopers/cow-rio.png new file mode 100644 index 00000000..bf84e26f Binary files /dev/null and b/img/Bloopers/cow-rio.png differ diff --git a/img/Bloopers/mario_toxic.png b/img/Bloopers/mario_toxic.png new file mode 100644 index 00000000..c0253b77 Binary files /dev/null and b/img/Bloopers/mario_toxic.png differ diff --git a/img/Bloopers/motion-refraction.png 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file mode 100644 index 00000000..9d08bee3 Binary files /dev/null and b/img/texture.png differ diff --git a/scenes/antialiasing.txt b/scenes/antialiasing.txt new file mode 100644 index 00000000..8e606a21 --- /dev/null +++ b/scenes/antialiasing.txt @@ -0,0 +1,185 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Water +MATERIAL 8 +RGB .8314 .9451 .9765 +SPECEX 0 +SPECRGB .8314 .9451 .9765 +REFL 1 +REFR 1 +REFRIOR 1.33 +EMITTANCE 0 + +// Sapphire +MATERIAL 9 +RGB .059 .322 .729 +SPECEX 0 +SPECRGB .059 .322 .729 +REFL 1 +REFR 1 +REFRIOR 1.77 +EMITTANCE 0 + +// Diamond +MATERIAL 10 +RGB .7255 .949 .99 +SPECEX 0 +SPECRGB .7255 .949 .99 +REFL 1 +REFR 1 +REFRIOR 2.42 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +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 6 .3 6 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 6 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +sphere +material 8 +TRANS -2 4 2 +ROTAT 0 0 0 +SCALE 6 6 6 + +// cube +OBJECT 7 +cube +material 6 +TRANS 3 4 2 +ROTAT 0 0 0 +SCALE 2 2 2 diff --git a/scenes/diffuse.txt b/scenes/diffuse.txt new file mode 100644 index 00000000..4dfd1d36 --- /dev/null +++ b/scenes/diffuse.txt @@ -0,0 +1,147 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +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 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +sphere +material 1 +TRANS 0 4 0 +ROTAT 0 0 0 +SCALE 5 5 5 diff --git a/scenes/directlighting.txt b/scenes/directlighting.txt new file mode 100644 index 00000000..2e7694db --- /dev/null +++ b/scenes/directlighting.txt @@ -0,0 +1,154 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +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 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +sphere +material 4 +TRANS 0 6 0 +ROTAT 0 0 0 +SCALE 4 4 4 + +OBJECT 7 +sphere +material 6 +TRANS 0 2 0 +ROTAT 0 0 0 +SCALE 2 2 2 diff --git a/scenes/dof.txt b/scenes/dof.txt new file mode 100644 index 00000000..699ccc46 --- /dev/null +++ b/scenes/dof.txt @@ -0,0 +1,211 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Water +MATERIAL 8 +RGB .8314 .9451 .9765 +SPECEX 0 +SPECRGB .8314 .9451 .9765 +REFL 1 +REFR 1 +REFRIOR 1.33 +EMITTANCE 0 + +// Sapphire +MATERIAL 9 +RGB .059 .322 .729 +SPECEX 0 +SPECRGB .059 .322 .729 +REFL 1 +REFR 1 +REFRIOR 1.77 +EMITTANCE 0 + +// Diamond +MATERIAL 10 +RGB .7255 .949 .99 +SPECEX 0 +SPECRGB .7255 .949 .99 +REFL 1 +REFR 1 +REFRIOR 2.42 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 3 10.5 +LOOKAT 0 3 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 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +cube +material 9 +TRANS -3 2 -4 +ROTAT 0 45 0 +SCALE 2 2 2 + +// Sphere +OBJECT 7 +sphere +material 8 +TRANS 0 5 0 +ROTAT 0 45 0 +SCALE 3 3 3 + +// Sphere +OBJECT 8 +cube +material 9 +TRANS 3 6 4 +ROTAT 0 45 0 +SCALE 2 2 2 + + +// Sphere +OBJECT 9 +cube +material 10 +TRANS -3 6 4 +ROTAT 0 45 0 +SCALE 2 2 2 + +// Sphere +OBJECT 10 +cube +material 10 +TRANS 3 2 -4 +ROTAT 0 45 0 +SCALE 2 2 2 + diff --git a/scenes/filters.txt b/scenes/filters.txt new file mode 100644 index 00000000..8bfc6665 --- /dev/null +++ b/scenes/filters.txt @@ -0,0 +1,158 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Water +MATERIAL 8 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 1 +REFRIOR 1.33 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +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 5 +ROTAT 0 0 0 +SCALE 8 .3 8 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 6 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + + +// cow +OBJECT 6 +obj_mesh +../scenes/objs/cow.obj +material 8 +TRANS 0 4 5 +ROTAT 0 -60 0 +SCALE 0.5 0.5 0.5 \ No newline at end of file diff --git a/scenes/mesh.txt b/scenes/mesh.txt new file mode 100644 index 00000000..2d1d88f2 --- /dev/null +++ b/scenes/mesh.txt @@ -0,0 +1,162 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + +TEXTURE 0 +PATH ../scenes/textures/wahoo.bmp + +TEXTURE 1 +PROCEDURAL + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 5 +ROTAT 0 0 0 +SCALE 8 .3 8 + +// Floor +OBJECT 1 +cube +material 6 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 6 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 6 +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 6 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Mario +OBJECT 6 +obj_mesh +../scenes/objs/wahoo.obj +material 1 +TRANS -2 4 5 +ROTAT 0 15 0 +SCALE 0.5 0.5 0.5 + +// cow +OBJECT 7 +obj_mesh +../scenes/objs/cow.obj +material 1 +TRANS 1.5 4 5 +ROTAT 0 -75 0 +SCALE 0.5 0.5 0.5 \ No newline at end of file diff --git a/scenes/motionblur.txt b/scenes/motionblur.txt new file mode 100644 index 00000000..66541a49 --- /dev/null +++ b/scenes/motionblur.txt @@ -0,0 +1,148 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +FOVY 45 +ITERATIONS 500 +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 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +cube +material 6 +TRANS 0 6 0 +ROTAT 0 0 0 +SCALE 4 4 4 +ENDPOS 0 5 0 \ No newline at end of file diff --git a/scenes/objs/Mineways2Skfb.mtl b/scenes/objs/Mineways2Skfb.mtl new file mode 100644 index 00000000..9d99c2c0 --- /dev/null +++ b/scenes/objs/Mineways2Skfb.mtl @@ -0,0 +1,108 @@ +Wavefront OBJ material file +# Contains 8 materials + +newmtl Glass +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0.03 0.03 0.03 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +map_d Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Block_of_Iron +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Double_Stone_Slab +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Stone_Slab +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Iron_Door +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +map_d Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Stone_Button +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Stone_Brick_Stairs +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 + +newmtl Anvil +Ns 0 +Ka 0.2 0.2 0.2 +Kd 1 1 1 +Ks 0 0 0 +map_Ka Mineways2Skfb-RGBA.png +# for G3D, to make textures look blocky: +interpolateMode NEAREST_MAGNIFICATION_TRILINEAR_MIPMAP_MINIFICATION +map_Kd Mineways2Skfb-RGBA.png +illum 2 +# d 1 +# Tr 1 diff --git a/scenes/objs/titanic.mtl b/scenes/objs/titanic.mtl new file mode 100644 index 00000000..d7af4e89 --- /dev/null +++ b/scenes/objs/titanic.mtl @@ -0,0 +1,8 @@ +newmtl material_0 +Ka 0.100000 0.100000 0.100000 +Kd 1.000000 1.000000 1.000000 +Ks 0.000000 0.000000 0.000000 +Tr 0.000000 +illum 1 +Ns 1.000000 +map_Kd textured_output.jpg \ No newline at end of file diff --git a/scenes/objs/train.mtl b/scenes/objs/train.mtl new file mode 100644 index 00000000..d7af4e89 --- /dev/null +++ b/scenes/objs/train.mtl @@ -0,0 +1,8 @@ +newmtl material_0 +Ka 0.100000 0.100000 0.100000 +Kd 1.000000 1.000000 1.000000 +Ks 0.000000 0.000000 0.000000 +Tr 0.000000 +illum 1 +Ns 1.000000 +map_Kd textured_output.jpg \ No newline at end of file diff --git a/scenes/refract.txt b/scenes/refract.txt new file mode 100644 index 00000000..3a4a6fef --- /dev/null +++ b/scenes/refract.txt @@ -0,0 +1,193 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Water +MATERIAL 8 +RGB .8314 .9451 .9765 +SPECEX 0 +SPECRGB .8314 .9451 .9765 +REFL 1 +REFR 1 +REFRIOR 1.33 +EMITTANCE 0 + +// Sapphire +MATERIAL 9 +RGB .059 .322 .729 +SPECEX 0 +SPECRGB .059 .322 .729 +REFL 1 +REFR 1 +REFRIOR 1.77 +EMITTANCE 0 + +// Diamond +MATERIAL 10 +RGB .7255 .949 .99 +SPECEX 0 +SPECRGB .7255 .949 .99 +REFL 1 +REFR 1 +REFRIOR 2.42 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +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 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +sphere +material 8 +TRANS -3 4 3 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 7 +sphere +material 9 +TRANS 0 4 3 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 8 +sphere +material 10 +TRANS 3 4 3 +ROTAT 0 0 0 +SCALE 3 3 3 diff --git a/scenes/specular.txt b/scenes/specular.txt new file mode 100644 index 00000000..83f425d2 --- /dev/null +++ b/scenes/specular.txt @@ -0,0 +1,147 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +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 3 +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 5 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +sphere +material 4 +TRANS 0 4 0 +ROTAT 0 0 0 +SCALE 5 5 5 diff --git a/scenes/texture.txt b/scenes/texture.txt new file mode 100644 index 00000000..21d37e38 --- /dev/null +++ b/scenes/texture.txt @@ -0,0 +1,164 @@ +// 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 .98 .0 .0 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .0 .98 .0 +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 + +// Diffuse Blue +MATERIAL 5 +RGB .0 .0 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Grey +MATERIAL 6 +RGB .5 .5 .5 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse Black +MATERIAL 7 +RGB .02 .02 .02 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1600 1600 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + +TEXTURE 0 +PATH ../scenes/textures/wahoo.bmp + +TEXTURE 1 +PROCEDURAL + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 5 +ROTAT 0 0 0 +SCALE 8 .3 8 + +// Floor +OBJECT 1 +cube +material 6 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 6 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 6 +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 6 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Mario +OBJECT 6 +obj_mesh +../scenes/objs/wahoo.obj +material 1 +TRANS -2 4 5 +ROTAT 0 15 0 +SCALE 0.5 0.5 0.5 +TEXTURE 0 + +// cow +OBJECT 7 +obj_mesh +../scenes/objs/cow.obj +material 1 +TRANS 1.5 4 5 +ROTAT 0 -75 0 +SCALE 0.5 0.5 0.5 +TEXTURE 1 \ No newline at end of file diff --git a/scenes/textures/Mineways2Skfb-RGBA.png b/scenes/textures/Mineways2Skfb-RGBA.png new file mode 100644 index 00000000..41f8515a Binary files /dev/null and b/scenes/textures/Mineways2Skfb-RGBA.png differ diff --git a/scenes/textures/robot_steampunk_color.tga.png b/scenes/textures/robot_steampunk_color.tga.png new file mode 100644 index 00000000..3279ebb0 Binary files /dev/null and b/scenes/textures/robot_steampunk_color.tga.png differ diff --git a/scenes/textures/titanic.jpg b/scenes/textures/titanic.jpg new file mode 100644 index 00000000..4f324191 Binary files /dev/null and b/scenes/textures/titanic.jpg differ diff --git a/scenes/textures/train.jpg b/scenes/textures/train.jpg new file mode 100644 index 00000000..92849fc0 Binary files /dev/null and b/scenes/textures/train.jpg differ diff --git a/scenes/textures/wahoo.bmp b/scenes/textures/wahoo.bmp new file mode 100644 index 00000000..bf1598d9 Binary files /dev/null and b/scenes/textures/wahoo.bmp differ diff --git a/scenes/textures/winxp.jpg b/scenes/textures/winxp.jpg new file mode 100644 index 00000000..6a2687de Binary files /dev/null and b/scenes/textures/winxp.jpg differ diff --git a/scenes/titanic.txt b/scenes/titanic.txt new file mode 100644 index 00000000..77a5991b --- /dev/null +++ b/scenes/titanic.txt @@ -0,0 +1,201 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 6 + +// 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 + +// Warm Light +MATERIAL 5 +RGB 1 0.96 0.713 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 3 + +// Refraction blue +MATERIAL 6 +RGB .6705 .8588 .8901 +SPECEX 0 +SPECRGB .6705 .8588 .8901 +REFL 1 +REFR 1 +REFRIOR 1.325 +EMITTANCE 0 + +// Blue floor +MATERIAL 7 +RGB .0392 .4705 .9686 +SPECEX 0 +SPECRGB .0392 .4705 .9686 +REFL 1 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Dark blue wall +MATERIAL 8 +RGB .098 .1725 .3882 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Crystal +MATERIAL 9 +RGB .6549 .847 .8705 +SPECEX 0 +SPECRGB .6549 .847 .8705 +REFL 1 +REFR 1 +REFRIOR 2.0 +EMITTANCE 0 + +TEXTURE 0 +PATH ../scenes/textures/titanic.jpg + +// Camera +CAMERA +RES 1600 1600 +FOVY 45 +ITERATIONS 10000 +DEPTH 10 +FILE cornell +EYE 0.0 3 10.5 +LOOKAT 0 3 0 +UP 0 1 0 + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 135 0 +SCALE 20 .3 4 + +// Floor +OBJECT 1 +cube +material 7 +TRANS 0 -4 0 +ROTAT 0 0 0 +SCALE 30 .01 30 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 20 + +// Back wall +OBJECT 3 +cube +material 8 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 20 20 + +// Left wall +OBJECT 4 +cube +material 8 +TRANS -15 5 0 +ROTAT 0 -45 0 +SCALE .01 20 20 + +// Right wall +OBJECT 5 +cube +material 8 +TRANS 15 5 0 +ROTAT 0 45 0 +SCALE .01 20 20 + +// Sphere +OBJECT 6 +sphere +material 6 +TRANS -0.5 6 0 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Crystal +OBJECT 7 +cube +material 9 +TRANS 5 1 0 +ROTAT 0 0 -45 +SCALE 2 6 20 + +// Mirror +OBJECT 8 +cube +material 4 +TRANS -10 5 -5 +ROTAT 0 30 0 +SCALE 4 20 4 + +OBJECT 9 +sphere +material 5 +TRANS 4 8 18 +ROTAT 0 0 0 +SCALE 6 6 0.1 + +OBJECT 10 +obj_mesh +../scenes/objs/titanic.obj +material 2 +TRANS -1 -0.3 0 +ROTAT 0 -45 0 +SCALE 5 5 5 +TEXTURE 0 \ No newline at end of file diff --git a/scenes/train.txt b/scenes/train.txt new file mode 100644 index 00000000..e6e4960b --- /dev/null +++ b/scenes/train.txt @@ -0,0 +1,169 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 4 + +// 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 + +// Refract white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +MATERIAL 6 +RGB 0.125 0.164 .2667 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +MATERIAL 7 +RGB 0.1 0.1 0.1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +MATERIAL 8 +RGB 0.085 0.244 .22 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +TEXTURE 0 +PATH ../scenes/textures/titanic.jpg + +TEXTURE 1 +PATH ../scenes/textures/train.jpg + +// Camera +CAMERA +RES 1600 1600 +FOVY 45 +ITERATIONS 10000 +DEPTH 8 +FILE cornell +EYE 0.0 2 10 +LOOKAT 0 2 0 +UP 0 1 0 + +// Floor +OBJECT 0 +cube +material 6 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 30 .01 30 + +// Ceiling +OBJECT 1 +cube +material 8 +TRANS 0 5 0 +ROTAT 0 0 90 +SCALE .01 20 20 + +// Back wall +OBJECT 2 +cube +material 5 +TRANS 0 10 -15 +ROTAT 45 90 0 +SCALE .01 30 30 + +// light +OBJECT 3 +cube +material 0 +TRANS -6 5 0 +ROTAT 0 0 -45 +SCALE .01 5 30 + +// Left wall +OBJECT 4 +cube +material 7 +TRANS -10 5 0 +ROTAT 0 0 20 +SCALE .01 20 30 + +// Right wall +OBJECT 5 +cube +material 4 +TRANS 3 5 0 +ROTAT 0 0 15 +SCALE .01 20 30 + +// Front light +OBJECT 6 +cube +material 0 +TRANS 0 5 12 +ROTAT 0 90 0 +SCALE .01 20 20 + +OBJECT 7 +obj_mesh +../scenes/objs/train.obj +material 2 +TRANS -1 0 0 +ROTAT 0 20 0 +SCALE 25 25 25 +TEXTURE 1 + diff --git a/src/interactions.h b/src/interactions.h index f969e458..7f1f2f51 100644 --- a/src/interactions.h +++ b/src/interactions.h @@ -2,6 +2,8 @@ #include "intersections.h" +#define IMPERFECT_SPECULAR 1 + // CHECKITOUT /** * Computes a cosine-weighted random direction in a hemisphere. @@ -72,8 +74,103 @@ void scatterRay( glm::vec3 intersect, glm::vec3 normal, const Material &m, - thrust::default_random_engine &rng) { + thrust::default_random_engine &rng +) { // TODO: implement this. // A basic implementation of pure-diffuse shading will just call the // calculateRandomDirectionInHemisphere defined above. + + if (pathSegment.remainingBounces == 0) { + return; + } + + thrust::uniform_real_distribution u01(0, 1); + float rand = u01(rng); + + if (m.hasRefractive && m.hasReflective) + { + float R1 = m.indexOfRefraction; + float R2 = 1.; + + float cosThetaI = glm::dot(-1.f * pathSegment.ray.direction, normal); + + bool entering = cosThetaI > 0.f; + if (!entering) + { + normal = -normal; + R2 = R1; + R1 = 1.; + } + + float R0 = pow((R1 - R2) / (R1 + R2), 2); + float R = R0 + (1 - R0) * pow(1 - cosThetaI, 5); + + glm::vec3 newDir = glm::refract(pathSegment.ray.direction, normal, R2 / R1); + + if (R > rand) + { + pathSegment.ray.direction = glm::reflect(pathSegment.ray.direction, normal); + pathSegment.color *= m.specular.color * m.color; + } + else + { + pathSegment.ray.direction = newDir; + pathSegment.color *= m.specular.color * m.color; + } + + } + // Even split between specular and diffuse + else if (m.hasReflective) + { + + +#if IMPERFECT_SPECULAR + // imperfect specular + if (rand > 0.5f) + { + pathSegment.ray.direction = calculateRandomDirectionInHemisphere(normal, rng); + } + // Perfect specular + else + { + pathSegment.ray.direction = glm::reflect(pathSegment.ray.direction, normal); + pathSegment.color *= m.specular.color; + } + pathSegment.color *= 2.f * m.color; +#else + // perfect specular + pathSegment.ray.direction = glm::reflect(pathSegment.ray.direction, normal); + pathSegment.color *= m.specular.color * m.color; +#endif + + } + else if (m.hasRefractive) + { + // perfect refraction + float R1 = m.indexOfRefraction; + float R2 = 1.; + + float cosThetaI = glm::dot(-1.f * pathSegment.ray.direction, normal); + + bool entering = cosThetaI > 0.f; + if (!entering) + { + normal = -normal; + R2 = R1; + R1 = 1.; + } + + pathSegment.ray.direction = glm::refract(pathSegment.ray.direction, normal, R2 / R1); + pathSegment.color *= m.specular.color * m.color; + } + + else + { + pathSegment.ray.direction = calculateRandomDirectionInHemisphere(normal, rng); + pathSegment.color *= m.color; + } + + pathSegment.ray.origin = intersect + pathSegment.ray.direction * EPSILON; + pathSegment.remainingBounces--; + } diff --git a/src/intersections.h b/src/intersections.h index b1504071..9a439931 100644 --- a/src/intersections.h +++ b/src/intersections.h @@ -142,3 +142,86 @@ __host__ __device__ float sphereIntersectionTest(Geom sphere, Ray r, return glm::length(r.origin - intersectionPoint); } + + +__host__ __device__ float triangleIntersectionTest(Geom custom_obj, Ray r, + glm::vec3& intersectionPoint, Triangle* triangles, int triangles_start, int triangles_end, glm::vec3& normal, bool& outside, + glm::vec2& uv) +{ + + // get the Ray in local space + Ray ray_inversed; + ray_inversed.origin = multiplyMV(custom_obj.inverseTransform, glm::vec4(r.origin, 1.0f)); + ray_inversed.direction = glm::normalize(multiplyMV(custom_obj.inverseTransform, glm::vec4(r.direction, 0.0f))); + + float min_t = FLT_MAX; + + for (int i = triangles_start; i < triangles_end; i++) + { + Triangle& triangle = triangles[i]; + glm::vec3 vertex1 = triangle.v1; + glm::vec3 vertex2 = triangle.v2; + glm::vec3 vertex3 = triangle.v3; + glm::vec3 normal1 = triangle.n1; + glm::vec3 normal2 = triangle.n2; + glm::vec3 normal3 = triangle.n3; + glm::vec2 t1 = triangle.t1; + glm::vec2 t2 = triangle.t2; + glm::vec2 t3 = triangle.t3; + glm::vec3 baryPos; + + + // Not intersected + if (glm::intersectRayTriangle(ray_inversed.origin, ray_inversed.direction, vertex1, vertex2, vertex3, baryPos)) + { + + // Smooth interpolate normals + glm::vec3 n0; + glm::vec3 n1; + glm::vec3 n2; + + glm::vec3 isect_pos = (1.f - baryPos.x - baryPos.y) * vertex1 + baryPos.x * vertex2 + baryPos.y * vertex3; + intersectionPoint = multiplyMV(custom_obj.transform, glm::vec4(isect_pos, 1.f)); + float t = glm::length(r.origin - intersectionPoint); + if (t > min_t) + { + continue; + } + min_t = t; + + if ((glm::length(normal1) != 0) && (glm::length(normal2) != 0) && (glm::length(normal3) != 0)) + { + n0 = normal1; + n1 = normal2; + n2 = normal3; + } + else + { + n0 = glm::normalize(glm::cross(vertex2 - vertex1, vertex3 - vertex1)); + n1 = glm::normalize(glm::cross(vertex1 - vertex2, vertex3 - vertex2)); + n2 = glm::normalize(glm::cross(vertex1 - vertex3, vertex2 - vertex3)); + } + + // Barycentric Interpolation + float S = 0.5f * glm::length(glm::cross(vertex1 - vertex2, vertex3 - vertex2)); + float S0 = 0.5f * glm::length(glm::cross(vertex2 - isect_pos, vertex3 - isect_pos)); + float S1 = 0.5f * glm::length(glm::cross(vertex1 - isect_pos, vertex3 - isect_pos)); + float S2 = 0.5f * glm::length(glm::cross(vertex1 - isect_pos, vertex2 - isect_pos)); + glm::vec3 newNormal = glm::normalize(n0 * S0 / S + n1 * S1 / S + n2 * S2 / S); + + if ((glm::length(t1) != 0) && (glm::length(t2) != 0) && (glm::length(t3) != 0)) + { + uv = t1 * S0 / S + t2 * S1 / S + t3 * S2 / S; + } + + normal = glm::normalize(multiplyMV(custom_obj.invTranspose, glm::vec4(newNormal, 0.f))); + outside = glm::dot(normal, ray_inversed.direction) < 0; + isect_pos = multiplyMV(custom_obj.transform, glm::vec4(isect_pos, 1.f)); + } + } + if (!outside) + { + normal = -normal; + } + return min_t; +} \ No newline at end of file diff --git a/src/pathtrace.cu b/src/pathtrace.cu index fd2a4641..93fd971c 100644 --- a/src/pathtrace.cu +++ b/src/pathtrace.cu @@ -4,17 +4,44 @@ #include #include #include +#include +#include + #include "sceneStructs.h" #include "scene.h" #include "glm/glm.hpp" #include "glm/gtx/norm.hpp" +#include +#include #include "utilities.h" #include "pathtrace.h" #include "intersections.h" #include "interactions.h" -#define ERRORCHECK 1 +#include "../stream_compaction/efficient.h" + + +#define ERRORCHECK 0 +#define SORT_RAYS 0 +#define CACHE_FIRST_BOUNCE 0 +#define ANTI_ALIASING 0 + +#define DEPTH_OF_FIELD 0 +#define FOCAL_LENGTH 10.0f +#define APERTURE 0.3f + +#define MESH_BOUNDING_BOX 1 + +#define POST_PROCESS 0 +#define GREYSCALE 0 +#define SEPIA 0 +#define INVERTED 0 +#define CONTRAST 1 + +#define MOTION_BLUR 0 + +#define DIRECT_LIGHTING 0 #define FILENAME (strrchr(__FILE__, '/') ? strrchr(__FILE__, '/') + 1 : __FILE__) #define checkCUDAError(msg) checkCUDAErrorFn(msg, FILENAME, __LINE__) @@ -76,6 +103,14 @@ static PathSegment* dev_paths = NULL; static ShadeableIntersection* dev_intersections = NULL; // TODO: static variables for device memory, any extra info you need, etc // ... +static ShadeableIntersection* dev_intersection_cache = NULL; +static Triangle* dev_triangles = NULL; +static Texture* dev_textures = NULL; +static glm::vec3* dev_texColors = NULL; + +static Geom* dev_lights = NULL; + + void InitDataContainer(GuiDataContainer* imGuiData) { @@ -103,6 +138,20 @@ void pathtraceInit(Scene* scene) { cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); // TODO: initialize any extra device memeory you need + cudaMalloc(&dev_intersection_cache, pixelcount * sizeof(ShadeableIntersection)); + cudaMemset(dev_intersection_cache, 0, pixelcount * sizeof(ShadeableIntersection)); + + cudaMalloc(&dev_triangles, scene->triangles.size() * sizeof(Triangle)); + cudaMemcpy(dev_triangles, scene->triangles.data(), scene->triangles.size() * sizeof(Triangle), cudaMemcpyHostToDevice); + + cudaMalloc(&dev_textures, scene->textures.size() * sizeof(Texture)); + cudaMemcpy(dev_textures, scene->textures.data(), scene->textures.size() * sizeof(Texture), cudaMemcpyHostToDevice); + + cudaMalloc(&dev_texColors, scene->textureColors.size() * sizeof(glm::vec3)); + cudaMemcpy(dev_texColors, scene->textureColors.data(), scene->textureColors.size() * sizeof(glm::vec3), cudaMemcpyHostToDevice); + + cudaMalloc(&dev_lights, scene->lights.size() * sizeof(Geom)); + cudaMemcpy(dev_lights, scene->lights.data(), scene->lights.size() * sizeof(Geom), cudaMemcpyHostToDevice); checkCUDAError("pathtraceInit"); } @@ -114,6 +163,11 @@ void pathtraceFree() { cudaFree(dev_materials); cudaFree(dev_intersections); // TODO: clean up any extra device memory you created + cudaFree(dev_intersection_cache); + cudaFree(dev_triangles); + cudaFree(dev_textures); + cudaFree(dev_texColors); + cudaFree(dev_lights); checkCUDAError("pathtraceFree"); } @@ -130,6 +184,11 @@ __global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, Path { int x = (blockIdx.x * blockDim.x) + threadIdx.x; int y = (blockIdx.y * blockDim.y) + threadIdx.y; + int index = x + (y * cam.resolution.x); + + thrust::default_random_engine rng = makeSeededRandomEngine(iter, index , pathSegments[index].remainingBounces); + thrust::uniform_real_distribution u01(-0.5, 0.5); + if (x < cam.resolution.x && y < cam.resolution.y) { int index = x + (y * cam.resolution.x); @@ -138,17 +197,75 @@ __global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, Path segment.ray.origin = cam.position; segment.color = glm::vec3(1.0f, 1.0f, 1.0f); + + // TODO: implement antialiasing by jittering the ray +#if ANTI_ALIASING + float jX = u01(rng); + float jY = u01(rng); + segment.ray.direction = glm::normalize(cam.view + - cam.right * cam.pixelLength.x * ((float)x + jX - (float)cam.resolution.x * 0.5f) + - cam.up * cam.pixelLength.y * ((float)y + jY - (float)cam.resolution.y * 0.5f) + ); +#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 + float jXd = u01(rng); + float jYd = u01(rng); + + glm::vec3 focalPoint = segment.ray.direction * FOCAL_LENGTH; + glm::vec3 shift = glm::vec3(jXd, jYd, 0.0f) * APERTURE; + + segment.ray.origin += shift; + segment.ray.direction = glm::normalize(focalPoint - shift); +#endif segment.pixelIndex = index; segment.remainingBounces = traceDepth; } } + +__host__ __device__ bool checkMeshhBoundingBox(Geom& geom, Ray& ray) { + Ray q; + q.origin = multiplyMV(geom.inverseTransform, glm::vec4(ray.origin, 1.0f)); + q.direction = glm::normalize(multiplyMV(geom.inverseTransform, glm::vec4(ray.direction, 0.0f))); + + 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) { + float t1 = (geom.boundingBoxMin[xyz] - q.origin[xyz]) / qdxyz; + float t2 = (geom.boundingBoxMax[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) { + return true; + } + return false; +} + // TODO: // computeIntersections handles generating ray intersections ONLY. // Generating new rays is handled in your shader(s). @@ -160,6 +277,9 @@ __global__ void computeIntersections( , Geom* geoms , int geoms_size , ShadeableIntersection* intersections + // for mesh loading + ,Triangle* triangles + ,int iter ) { int path_index = blockIdx.x * blockDim.x + threadIdx.x; @@ -178,12 +298,12 @@ __global__ void computeIntersections( glm::vec3 tmp_intersect; glm::vec3 tmp_normal; - // naive parse through global geoms + glm::vec2 uv(0.f); + // naive parse through global geoms for (int i = 0; i < geoms_size; i++) { Geom& geom = geoms[i]; - if (geom.type == CUBE) { t = boxIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); @@ -193,7 +313,19 @@ __global__ void computeIntersections( t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); } // TODO: add more intersection tests here... triangle? metaball? CSG? - + else if (geom.type == OBJ_MESH) + { +#if MESH_BOUNDING_BOX + if (checkMeshhBoundingBox(geom, pathSegment.ray)) + { + t = triangleIntersectionTest(geom, pathSegment.ray, + tmp_intersect, triangles, geom.triangleStart, geom.triangleEnd, tmp_normal, outside, uv); + } +#else + t = triangleIntersectionTest(geom, pathSegment.ray, + tmp_intersect, triangles + geom.triangleIndex, triangles_size, tmp_normal, outside, uv); +#endif + } // Compute the minimum t from the intersection tests to determine what // scene geometry object was hit first. if (t > 0.0f && t_min > t) @@ -208,6 +340,8 @@ __global__ void computeIntersections( if (hit_geom_index == -1) { intersections[path_index].t = -1.0f; + // Suggested by Rhuta + pathSegments[path_index].remainingBounces = 0; } else { @@ -215,6 +349,8 @@ __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; } } } @@ -273,6 +409,163 @@ __global__ void shadeFakeMaterial( } } +__global__ void shadeMaterial( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments + , Material* materials + , Texture* textures + , glm::vec3* texColors +) +{ + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths && pathSegments[idx].remainingBounces >= 0) + { + ShadeableIntersection intersection = shadeableIntersections[idx]; + // No intersection then return black and no more bounce + if (intersection.t <= 0.0f) + { + pathSegments[idx].color = glm::vec3(0.0f); + pathSegments[idx].remainingBounces = 0; + return; + } + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + + Material material = materials[intersection.materialId]; + glm::vec3 materialColor = material.color; + + if (intersection.textureId != -1) + { + Texture tex = textures[intersection.textureId]; + int w = tex.width * intersection.uv[0] - 0.5; + int h = tex.height * (1 - intersection.uv[1]) - 0.5; + int colIdx = h * tex.width + w + tex.idx; + material.color = texColors[colIdx]; + } + + // Light source then return light color + if (material.emittance > 0.0f) + { + pathSegments[idx].color *= (materialColor * material.emittance); + pathSegments[idx].remainingBounces = 0; + return; + } + // ScatterRay and accumulate color + else + { + glm::vec3 i = getPointOnRay(pathSegments[idx].ray, intersection.t); + + + scatterRay(pathSegments[idx], i, intersection.surfaceNormal, material, rng); + return; + } + } +} + +__global__ void shadeMaterialWithDirectLighting( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments + , Material* materials + , Geom* lights + , int lightCount + ,Texture* textures + ,glm::vec3* texColors +) +{ + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths && pathSegments[idx].remainingBounces >= 0) + { + ShadeableIntersection intersection = shadeableIntersections[idx]; + // No intersection then return black and no more bounce + if (intersection.t <= 0.0f) + { + pathSegments[idx].color = glm::vec3(0.0f); + pathSegments[idx].remainingBounces = 0; + return; + } + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + + Material material = materials[intersection.materialId]; + glm::vec3 materialColor = material.color; + + glm::vec3 textureColor = glm::vec3(0.f); + if (intersection.textureId != -1) + { + Texture tex = textures[intersection.textureId]; + int w = tex.width * intersection.uv[0] - 0.5; + int h = tex.height * (1 - intersection.uv[1]) - 0.5; + int colIdx = h * tex.width + w; + material.color = texColors[colIdx]; + } + + + // Light source then return light color + if (material.emittance > 0.0f) + { + pathSegments[idx].color *= (materialColor * material.emittance); + pathSegments[idx].remainingBounces = 0; + return; + } + // ScatterRay and accumulate color + else + { + glm::vec3 i = getPointOnRay(pathSegments[idx].ray, intersection.t); + + scatterRay(pathSegments[idx], i, intersection.surfaceNormal, material, rng); + + if (pathSegments[idx].remainingBounces == 1) + { + thrust::uniform_real_distribution u01(0, 1); + thrust::uniform_real_distribution u02(0, lightCount-1); + glm::vec3 sampledLight = glm::vec3(lights[u02(rng)].transform * glm::vec4(u01(rng), u01(rng), u01(rng), 1.f)); + pathSegments[idx].ray.direction = glm::normalize(sampledLight - pathSegments[idx].ray.origin); + } + + return; + } + } +} +__global__ void postShade( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments) +{ + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths) + { + glm::vec3 postProcessColor = glm::vec3(0.f); + + glm::vec3 currentColor = pathSegments[idx].color; + + // Greyscale filter +#if GREYSCALE + postProcessColor = glm::vec3(0.21 * currentColor.x + 0.72 * currentColor.y + 0.07 * currentColor.z); +#elif SEPIA + // Sepia + float adjust = 0.4f; + postProcessColor.r = glm::min(1.0, (currentColor.r * (1.0 - (0.607 * adjust))) + (currentColor.g * (0.769 * adjust)) + (currentColor.b * (0.189 * adjust))); + postProcessColor.g = glm::min(1.0, (currentColor.r * (0.349 * adjust)) + (currentColor.g * (1.0 - (0.314 * adjust))) + (currentColor.b * (0.168 * adjust))); + postProcessColor.b = glm::min(1.0, (currentColor.r * (0.272 * adjust)) + (currentColor.g * (0.534 * adjust)) + (currentColor.b * (1.0 - (0.869 * adjust)))); +#elif INVERTED + // Inverted + postProcessColor = glm::vec3(1.0) - currentColor; + // High Contrast +#elif CONTRAST + postProcessColor = (currentColor - glm::vec3(0.5f)) * 1.1f + glm::vec3(0.5f); + +#endif + + ShadeableIntersection intersection = shadeableIntersections[idx]; + if (intersection.t > 0.0f) { + pathSegments[idx].color = postProcessColor; + } + } +} + // Add the current iteration's output to the overall image __global__ void finalGather(int nPaths, glm::vec3* image, PathSegment* iterationPaths) { @@ -341,17 +634,71 @@ void pathtrace(uchar4* pbo, int frame, int iter) { PathSegment* dev_path_end = dev_paths + pixelcount; int num_paths = dev_path_end - dev_paths; + int ori_num_paths = num_paths; + // --- PathSegment Tracing Stage --- // Shoot ray into scene, bounce between objects, push shading chunks +#if MOTION_BLUR + for (int i = 0; i < hst_scene->geoms.size(); i++) { + Geom& geom = hst_scene->geoms[i]; + geom.translation = geom.translation + (geom.endpos - geom.translation) * (float)iter / (float)hst_scene->state.iterations; + geom.transform[3] = glm::vec4(geom.translation, geom.transform[3][3]); + geom.inverseTransform = glm::inverse(geom.transform); + geom.invTranspose = glm::inverseTranspose(geom.transform); + } + cudaMemcpy(dev_geoms, hst_scene->geoms.data(), hst_scene->geoms.size() * sizeof(Geom), cudaMemcpyHostToDevice); +#endif + bool iterationComplete = false; while (!iterationComplete) { // clean shading chunks cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + // tracing dim3 numblocksPathSegmentTracing = (num_paths + blockSize1d - 1) / blockSize1d; + + + // Caching the first intersection +#if CACHE_FIRST_BOUNCE + if (depth == 0 && iter == 1) + { + computeIntersections << > > ( + depth + , num_paths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections + , dev_triangles + ,iter + ); + checkCUDAError("trace one bounce"); + cudaDeviceSynchronize(); + cudaMemcpy(dev_intersection_cache, dev_intersections, pixelcount * sizeof(ShadeableIntersection), cudaMemcpyDeviceToDevice); + } + else if (depth == 0) + { + cudaMemcpy(dev_intersections, dev_intersection_cache, pixelcount * sizeof(ShadeableIntersection), cudaMemcpyDeviceToDevice); + } + else + { + computeIntersections << > > ( + depth + , num_paths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections + , dev_triangles + , iter + ); + checkCUDAError("trace one bounce"); + cudaDeviceSynchronize(); + } +#else computeIntersections << > > ( depth , num_paths @@ -359,28 +706,79 @@ void pathtrace(uchar4* pbo, int frame, int iter) { , dev_geoms , hst_scene->geoms.size() , dev_intersections + , dev_triangles + , iter ); checkCUDAError("trace one bounce"); cudaDeviceSynchronize(); +#endif 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. - shadeFakeMaterial << > > ( + //Sort rays by material + #if SORT_RAY + thrust::sort_by_key(thrust::device, dev_intersections, dev_intersections + num_paths, dev_paths, compareIntersections()) +#endif + + + // 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. + + //shadeFakeMaterial << > > ( + // iter, + // num_paths, + // dev_intersections, + // dev_paths, + // dev_materials + // ); + +#if DIRECT_LIGHTING + shadeMaterialWithDirectLighting << > > ( + iter, + num_paths, + dev_intersections, + dev_paths, + dev_materials, + dev_lights, + hst_scene->lightCount, + dev_textures, + dev_texColors + ); +#else + shadeMaterial << > > ( iter, num_paths, dev_intersections, dev_paths, - dev_materials + dev_materials, + dev_textures, + dev_texColors ); - iterationComplete = true; // TODO: should be based off stream compaction results. +#endif + +#if POST_PROCESS + + postShade << > > ( + iter, + num_paths, + dev_intersections, + dev_paths + ); +#endif + + //Stream compact + PathSegment* path_end = thrust::stable_partition(thrust::device, dev_paths, dev_paths + num_paths, rayTerminated()); + num_paths = path_end - dev_paths; + + + iterationComplete = (num_paths == 0); + if (guiData != NULL) { @@ -390,7 +788,7 @@ void pathtrace(uchar4* pbo, int frame, int iter) { // Assemble this iteration and apply it to the image dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; - finalGather << > > (num_paths, dev_image, dev_paths); + finalGather << > > (ori_num_paths, dev_image, dev_paths); /////////////////////////////////////////////////////////////////////////// diff --git a/src/scene.cpp b/src/scene.cpp index 3fb6239a..a976315e 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -4,6 +4,10 @@ #include #include +#define TINYOBJLOADER_IMPLEMENTATION +#include "tiny_obj_loader.h" +#include + Scene::Scene(string filename) { cout << "Reading scene from " << filename << " ..." << endl; cout << " " << endl; @@ -28,6 +32,11 @@ Scene::Scene(string filename) { loadCamera(); cout << " " << endl; } + else if (strcmp(tokens[0].c_str(), "TEXTURE") == 0) + { + loadTexture(tokens[1]); + cout << " " << endl; + } } } } @@ -37,7 +46,8 @@ int Scene::loadGeom(string objectid) { 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; @@ -52,6 +62,16 @@ int Scene::loadGeom(string objectid) { cout << "Creating new cube..." << endl; newGeom.type = CUBE; } + else if (strcmp(line.c_str(), "obj_mesh") == 0) + { + cout << "Creating new obj mesh..." << endl; + newGeom.type = OBJ_MESH; + utilityCore::safeGetline(fp_in, line); + if (!line.empty() && fp_in.good()) { + const char* filename = line.c_str(); + loadObj(newGeom, filename); + } + } } //link material @@ -70,10 +90,16 @@ 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())); + newGeom.endpos = newGeom.translation; } 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(), "ENDPOS") == 0) { + newGeom.endpos = 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) { + newGeom.textureId = atoi(tokens[1].c_str()); } utilityCore::safeGetline(fp_in, line); @@ -84,6 +110,13 @@ int Scene::loadGeom(string objectid) { newGeom.inverseTransform = glm::inverse(newGeom.transform); newGeom.invTranspose = glm::inverseTranspose(newGeom.transform); + // Store the light sources + if (newGeom.materialid == 0) + { + this->lights.push_back(newGeom); + this->lightCount++; + } + geoms.push_back(newGeom); return 1; } @@ -186,3 +219,183 @@ int Scene::loadMaterial(string materialid) { return 1; } } + +// Reference: https://github.com/tinyobjloader/tinyobjloader +int Scene::loadObj(Geom& geo, const char* inputfile) +{ + tinyobj::ObjReader reader; + tinyobj::ObjReaderConfig reader_config; + + + if (!reader.ParseFromFile(inputfile, reader_config)) { + if (!reader.Error().empty()) { + std::cerr << "TinyObjReader: " << reader.Error(); + } + exit(1); + } + if (!reader.Warning().empty()) { + std::cout << "TinyObjReader: " << reader.Warning(); + } + + tinyobj::attrib_t attrib = reader.GetAttrib(); + std::vector shapes = reader.GetShapes(); + + geo.triangleStart = triangles.size(); + + // Loop over shapes and attributes + for (size_t s = 0; s < shapes.size(); s++) { + Triangle face; // current face to be loaded + + size_t idx = 0; + float maxX = FLT_MAX, maxY = FLT_MAX, maxZ = FLT_MAX; + float minX = FLT_MIN, minY = FLT_MIN, minZ = FLT_MIN; + + // Loop over faces + for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) + { + size_t num_v = size_t(shapes[s].mesh.num_face_vertices[f]); + + glm::vec3 vert; + glm::vec3 norm; + glm::vec2 texture; + + // Loop over vertices + for (size_t v = 0; v < num_v; v++) + { + + tinyobj::index_t v_idx = shapes[s].mesh.indices[idx + v]; + tinyobj::real_t vx = attrib.vertices[3 * size_t(v_idx.vertex_index) + 0]; + tinyobj::real_t vy = attrib.vertices[3 * size_t(v_idx.vertex_index) + 1]; + tinyobj::real_t vz = attrib.vertices[3 * size_t(v_idx.vertex_index) + 2]; + + vert = glm::vec3(vx, vy, vz); + + // Compute the bounding box + if (vx > maxX) + { + maxX = vx; + } + if (vy > maxY) + { + maxY = vy; + } + if (vz > maxZ) + { + maxZ = vz; + } + if (vx < minX) + { + minX = vx; + } + if (vy < minY) + { + minY = vy; + } + if (vz < minZ) + { + minZ = vz; + } + + if (v_idx.normal_index >= 0) { + tinyobj::real_t nx = attrib.normals[3 * size_t(v_idx.normal_index) + 0]; + tinyobj::real_t ny = attrib.normals[3 * size_t(v_idx.normal_index) + 1]; + tinyobj::real_t nz = attrib.normals[3 * size_t(v_idx.normal_index) + 2]; + norm = glm::vec3(nx, ny, nz); + } + + if (v_idx.texcoord_index >= 0) { + tinyobj::real_t tx = attrib.texcoords[2 * size_t(v_idx.texcoord_index) + 0]; + tinyobj::real_t ty = attrib.texcoords[2 * size_t(v_idx.texcoord_index) + 1]; + texture = glm::vec2(tx, ty); + } + + if (v == 0) + { + face.v1 = vert; + face.n1 = norm; + face.t1 = texture; + } + else if (v == 1) + { + face.v2 = vert; + face.n2 = norm; + face.t2 = texture; + } + else if (v == 2) + { + face.v3 = vert; + face.n3= norm; + face.t3 = texture; + } + else + { + std::cout << "Quad face detected" << reader.Warning(); + } + } + idx += num_v; + triangles.push_back(face); + geo.boundingBoxMax = glm::vec3(maxX, maxY, maxZ); + geo.boundingBoxMin = glm::vec3(minX, minY, minZ); + } + } + geo.triangleEnd = triangles.size(); + + return 1; +} + +float noise(float x) +{ + float r = (sin(x * 127.1) * 43758.5453); + return r - (long)r; +} + +int Scene::loadTexture(string textureID) +{ + int id = atoi(textureID.c_str()); + std::cout << "Loading texture file: " << id <<" starting index: "<< textureColors.size() < tokens = utilityCore::tokenizeString(line); + + if (strcmp(tokens[0].c_str(), "PATH") == 0) { + const char* filepath = tokens[1].c_str(); + unsigned char* img = stbi_load(filepath, &width, &height, &channels, 0); + if (img != nullptr && width > 0 && height > 0) + { + texture.width = width; + texture.height = height; + texture.channel = channels; + + for (int i = 0; i < width * height; ++i) + { + glm::vec3 col = glm::vec3(img[3 * i + 0], img[3 * i + 1] , img[3 * i + 2]) / 255.f; + textureColors.emplace_back(col); + } + } + stbi_image_free(img); + textures.push_back(texture); + return 1; + } + else if (strcmp(tokens[0].c_str(), "PROCEDURAL") == 0) + { + texture.width = 1000; + texture.height = 1; + texture.channel = 3; + for (float i = 0.f; i < 1000.f; ++i) + { + glm::vec3 col = glm::vec3(noise(i), noise(i * 2.f), noise(i * 3.f)); + textureColors.emplace_back(col); + } + textures.push_back(texture); + return 1; + } + std::cout << "Texture path does not exist" << endl; + return -1; + +} \ No newline at end of file diff --git a/src/scene.h b/src/scene.h index f29a9171..7ae3b6ea 100644 --- a/src/scene.h +++ b/src/scene.h @@ -16,11 +16,20 @@ class Scene { int loadMaterial(string materialid); int loadGeom(string objectid); int loadCamera(); + int loadObj(Geom&, const char*); + int loadTexture(string textureID); public: Scene(string filename); ~Scene(); std::vector geoms; + std::vector triangles; + std::vector textures; + std::vector textureColors; std::vector materials; RenderState state; + + std::vector lights; + int lightCount = 0; }; + diff --git a/src/sceneStructs.h b/src/sceneStructs.h index da4dbf30..d3e052ed 100644 --- a/src/sceneStructs.h +++ b/src/sceneStructs.h @@ -10,6 +10,7 @@ enum GeomType { SPHERE, CUBE, + OBJ_MESH, }; struct Ray { @@ -24,8 +25,37 @@ struct Geom { glm::vec3 rotation; glm::vec3 scale; glm::mat4 transform; + glm::vec3 endpos; glm::mat4 inverseTransform; glm::mat4 invTranspose; + glm::vec3 boundingBoxMin; + glm::vec3 boundingBoxMax; + int triangleStart; + int triangleEnd; + int textureId = -1; +}; + +struct Triangle { + // Vertices + glm::vec3 v1; + glm::vec3 v2; + glm::vec3 v3; + // Normals + glm::vec3 n1; + glm::vec3 n2; + glm::vec3 n3; + // Texcoords + glm::vec2 t1; + glm::vec2 t2; + glm::vec2 t3; +}; + +struct Texture { + int id; + int channel; + int width; + int height; + int idx; }; struct Material { @@ -73,4 +103,24 @@ struct ShadeableIntersection { float t; glm::vec3 surfaceNormal; int materialId; + glm::vec2 uv; + int textureId; }; + +struct compareIntersections +{ + __host__ __device__ + bool operator()(const ShadeableIntersection& a, const ShadeableIntersection& b) + { + return a.materialId < b.materialId; + } +}; + +struct rayTerminated +{ + __host__ __device__ + bool operator()(const PathSegment& pathSegment) + { + return pathSegment.remainingBounces; + } +}; \ No newline at end of file diff --git a/src/tiny_obj_loader.h b/src/tiny_obj_loader.h new file mode 100644 index 00000000..7d0c3844 --- /dev/null +++ b/src/tiny_obj_loader.h @@ -0,0 +1,3333 @@ +/* +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; + } + + 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/stream_compaction/CMakeLists.txt b/stream_compaction/CMakeLists.txt index 4538f04e..cdbef77b 100644 --- a/stream_compaction/CMakeLists.txt +++ b/stream_compaction/CMakeLists.txt @@ -1,6 +1,17 @@ set(SOURCE_FILES + "common.h" + "common.cu" + "cpu.h" + "cpu.cu" + "naive.h" + "naive.cu" + "efficient.h" + "efficient.cu" + "thrust.h" + "thrust.cu" ) cuda_add_library(stream_compaction ${SOURCE_FILES} + OPTIONS -arch=sm_20 ) diff --git a/stream_compaction/common.cu b/stream_compaction/common.cu new file mode 100644 index 00000000..2ed6d630 --- /dev/null +++ b/stream_compaction/common.cu @@ -0,0 +1,39 @@ +#include "common.h" + +void checkCUDAErrorFn(const char *msg, const char *file, int line) { + cudaError_t err = cudaGetLastError(); + if (cudaSuccess == err) { + return; + } + + fprintf(stderr, "CUDA error"); + if (file) { + fprintf(stderr, " (%s:%d)", file, line); + } + fprintf(stderr, ": %s: %s\n", msg, cudaGetErrorString(err)); + exit(EXIT_FAILURE); +} + + +namespace StreamCompaction { + namespace Common { + + /** + * Maps an array to an array of 0s and 1s for stream compaction. Elements + * which map to 0 will be removed, and elements which map to 1 will be kept. + */ + __global__ void kernMapToBoolean(int n, int *bools, const int *idata) { + // TODO + } + + /** + * Performs scatter on an array. That is, for each element in idata, + * if bools[idx] == 1, it copies idata[idx] to odata[indices[idx]]. + */ + __global__ void kernScatter(int n, int *odata, + const int *idata, const int *bools, const int *indices) { + // TODO + } + + } +} diff --git a/stream_compaction/common.h b/stream_compaction/common.h new file mode 100644 index 00000000..996997eb --- /dev/null +++ b/stream_compaction/common.h @@ -0,0 +1,132 @@ +#pragma once + +#include +#include + +#include +#include +#include +#include +#include +#include + +#define FILENAME (strrchr(__FILE__, '/') ? strrchr(__FILE__, '/') + 1 : __FILE__) +#define checkCUDAError(msg) checkCUDAErrorFn(msg, FILENAME, __LINE__) + +/** + * Check for CUDA errors; print and exit if there was a problem. + */ +void checkCUDAErrorFn(const char *msg, const char *file = NULL, int line = -1); + +inline int ilog2(int x) { + int lg = 0; + while (x >>= 1) { + ++lg; + } + return lg; +} + +inline int ilog2ceil(int x) { + return x == 1 ? 0 : ilog2(x - 1) + 1; +} + +namespace StreamCompaction { + namespace Common { + __global__ void kernMapToBoolean(int n, int *bools, const int *idata); + + __global__ void kernScatter(int n, int *odata, + const int *idata, const int *bools, const int *indices); + + /** + * 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; + }; + } +} diff --git a/stream_compaction/cpu.cu b/stream_compaction/cpu.cu new file mode 100644 index 00000000..a2d3e6c6 --- /dev/null +++ b/stream_compaction/cpu.cu @@ -0,0 +1,50 @@ +#include +#include "cpu.h" + +#include "common.h" + +namespace StreamCompaction { + namespace CPU { + using StreamCompaction::Common::PerformanceTimer; + PerformanceTimer& timer() + { + static PerformanceTimer timer; + return timer; + } + + /** + * CPU scan (prefix sum). + * For performance analysis, this is supposed to be a simple for loop. + * (Optional) For better understanding before starting moving to GPU, you can simulate your GPU scan in this function first. + */ + void scan(int n, int *odata, const int *idata) { + timer().startCpuTimer(); + // TODO + timer().endCpuTimer(); + } + + /** + * CPU stream compaction without using the scan function. + * + * @returns the number of elements remaining after compaction. + */ + int compactWithoutScan(int n, int *odata, const int *idata) { + timer().startCpuTimer(); + // TODO + timer().endCpuTimer(); + return -1; + } + + /** + * CPU stream compaction using scan and scatter, like the parallel version. + * + * @returns the number of elements remaining after compaction. + */ + int compactWithScan(int n, int *odata, const int *idata) { + timer().startCpuTimer(); + // TODO + timer().endCpuTimer(); + return -1; + } + } +} diff --git a/stream_compaction/cpu.h b/stream_compaction/cpu.h new file mode 100644 index 00000000..236ce114 --- /dev/null +++ b/stream_compaction/cpu.h @@ -0,0 +1,15 @@ +#pragma once + +#include "common.h" + +namespace StreamCompaction { + namespace CPU { + StreamCompaction::Common::PerformanceTimer& timer(); + + void scan(int n, int *odata, const int *idata); + + int compactWithoutScan(int n, int *odata, const int *idata); + + int compactWithScan(int n, int *odata, const int *idata); + } +} diff --git a/stream_compaction/efficient.cu b/stream_compaction/efficient.cu new file mode 100644 index 00000000..2db346ee --- /dev/null +++ b/stream_compaction/efficient.cu @@ -0,0 +1,40 @@ +#include +#include +#include "common.h" +#include "efficient.h" + +namespace StreamCompaction { + namespace Efficient { + using StreamCompaction::Common::PerformanceTimer; + PerformanceTimer& timer() + { + static PerformanceTimer timer; + return timer; + } + + /** + * Performs prefix-sum (aka scan) on idata, storing the result into odata. + */ + void scan(int n, int *odata, const int *idata) { + timer().startGpuTimer(); + // TODO + timer().endGpuTimer(); + } + + /** + * Performs stream compaction on idata, storing the result into odata. + * All zeroes are discarded. + * + * @param n The number of elements in idata. + * @param odata The array into which to store elements. + * @param idata The array of elements to compact. + * @returns The number of elements remaining after compaction. + */ + int compact(int n, int *odata, const int *idata) { + timer().startGpuTimer(); + // TODO + timer().endGpuTimer(); + return -1; + } + } +} diff --git a/stream_compaction/efficient.h b/stream_compaction/efficient.h new file mode 100644 index 00000000..803cb4fe --- /dev/null +++ b/stream_compaction/efficient.h @@ -0,0 +1,13 @@ +#pragma once + +#include "common.h" + +namespace StreamCompaction { + namespace Efficient { + StreamCompaction::Common::PerformanceTimer& timer(); + + void scan(int n, int *odata, const int *idata); + + int compact(int n, int *odata, const int *idata); + } +} diff --git a/stream_compaction/naive.cu b/stream_compaction/naive.cu new file mode 100644 index 00000000..43088769 --- /dev/null +++ b/stream_compaction/naive.cu @@ -0,0 +1,25 @@ +#include +#include +#include "common.h" +#include "naive.h" + +namespace StreamCompaction { + namespace Naive { + using StreamCompaction::Common::PerformanceTimer; + PerformanceTimer& timer() + { + static PerformanceTimer timer; + return timer; + } + // TODO: __global__ + + /** + * Performs prefix-sum (aka scan) on idata, storing the result into odata. + */ + void scan(int n, int *odata, const int *idata) { + timer().startGpuTimer(); + // TODO + timer().endGpuTimer(); + } + } +} diff --git a/stream_compaction/naive.h b/stream_compaction/naive.h new file mode 100644 index 00000000..37dcb064 --- /dev/null +++ b/stream_compaction/naive.h @@ -0,0 +1,11 @@ +#pragma once + +#include "common.h" + +namespace StreamCompaction { + namespace Naive { + StreamCompaction::Common::PerformanceTimer& timer(); + + void scan(int n, int *odata, const int *idata); + } +} diff --git a/stream_compaction/thrust.cu b/stream_compaction/thrust.cu new file mode 100644 index 00000000..1def45e7 --- /dev/null +++ b/stream_compaction/thrust.cu @@ -0,0 +1,28 @@ +#include +#include +#include +#include +#include +#include "common.h" +#include "thrust.h" + +namespace StreamCompaction { + namespace Thrust { + using StreamCompaction::Common::PerformanceTimer; + PerformanceTimer& timer() + { + static PerformanceTimer timer; + return timer; + } + /** + * Performs prefix-sum (aka scan) on idata, storing the result into odata. + */ + void scan(int n, int *odata, const int *idata) { + timer().startGpuTimer(); + // TODO use `thrust::exclusive_scan` + // example: for device_vectors dv_in and dv_out: + // thrust::exclusive_scan(dv_in.begin(), dv_in.end(), dv_out.begin()); + timer().endGpuTimer(); + } + } +} diff --git a/stream_compaction/thrust.h b/stream_compaction/thrust.h new file mode 100644 index 00000000..fe98206b --- /dev/null +++ b/stream_compaction/thrust.h @@ -0,0 +1,11 @@ +#pragma once + +#include "common.h" + +namespace StreamCompaction { + namespace Thrust { + StreamCompaction::Common::PerformanceTimer& timer(); + + void scan(int n, int *odata, const int *idata); + } +}