diff --git a/README.md b/README.md index 110697ce..ff5cb9be 100644 --- a/README.md +++ b/README.md @@ -3,11 +3,131 @@ 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) +* Aditya Hota + * [LinkedIn](https://www.linkedin.com/in/aditya-hota) +* Tested on: Windows 11, i7-8750H @ 2.20 GHz 20 GB, GTX 1070 eGPU 8 GB (personal laptop) -### (TODO: Your README) +# Overview +

+ +

-*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. +This project involved implementing a path tracer, accelerated on an NVIDIA GPU by parallelizing computations through the CUDA API. Path tracing allows us to develop an accurate rendering of the lighting and material effects of objects in a scene, which rasterization cannot do. +## Features +* Loading of arbitrary object models (in the Wavefront OBJ format) +* Simulation of refraction with Frensel effects +* Physically-based depth of field and object focusing +* Anti-aliasing to smoothen rendered scenes +* Shading of objects using BSDF evaluation + +## Performance features +* Mesh intersection culling using bounding boxes to reduce mesh render times +* Termination of unnecessary paths using stream compaction +* Material sorting to allow for more contiguous memory accesses +* Caching the first bounce + +

+ +

+ +# Feature Showcase +## Load arbitrary objects +| Space Shuttle | The Infamous 560 Mario | +| ---------- | ---------- | +| ![](./img/PERF_Mesh_Shuttle_600.png) | ![](./img/PERF_Mesh_Mario_500.png) | + +3D meshes in the Wavefront Object format (.OBJ files) can be loaded in through the scene file by specifying the type of element as a `MESH` and then including the path to the scene file. Meshes can use the same materials as defined earlier in the scene file and transformations can be applied too. Meshes essentially get converted into triangle Geom objects, so loading in complex .OBJ files causes the rendering time to increase. However, there is a trick that can improve rendering times, discussed [here](#mesh-intersection-culling). + +## Refraction with Fesnel effects +| IOR 1.2 | IOR 1.8 | IOR 5 | +| ---------- | ---------- | ---------- | +| ![](./img/PERF_Refract-1_2_2000.png) | ![](./img/PERF_Refract-1_8_2000.png) | ![](./img/PERF_Refract-5_2000.png) | + +The above images show glass balls with increasing indices of refraction (1.2, 1.8, and 5.0). There is a slight reflection of the light on the top of the balls as well, due to the Frensel effect--the larger the angle between the camera's look vector and the surface normal, the more reflection we see. Refraction is accomplished by probabilistically adding a reflective or refractive effect to the incoming ray. + +## Depth of field +| Focal Distance 3m | Focal Distance 6m | +| ---------- | ---------- | +| ![](./img/PERF_DOF-close_3000.png) | ![](./img/PERF_DOF-far_3000.png) | + +These images show the depth of field effect, where a focal radius and length can be simulated. This allows the camera to "focus" on an object, just like in real life, and is accomplished by jittering the rays within an aperature. Objects out of focus are blurred by moving the ray starting point to somewhere on a circular disk with the camera origin at the center. The picture above on the left shows a virtual camera with lens radius 0.5mm and focal distance 6m; the one on the right has lens radius 0.5mm and focal distance 3m; as we can see, increasing the focal length allows us to focus on objects farther away. + +## Anti-aliasing +| Anti-Aliasing ON | Anti-Aliasing OFF | +| ---------- | ---------- | +| ![](./img/PERF_AA-on_zoom_1000.jpg) | ![](./img/PERF_AA-off_zoom_1000.jpg) | + +On the left is with anti-aliasing on, and on the right is with anti-aliasing off. Anti-aliasing introduces some randomness into the direction of the ray emitted from the camera. This means that for a given pixel, the color seen will be a very localized but uniform average of the pixels around it. In the image to the right, the reflection of the edge between the red and white wall appears jagged, but the edge is a lot smoother with anti-aliasing. Anti-aliasing essentially applies a low-pass smoothing filter to reduce the effect of sudden changes in geometry. + +## BSDF evaluation +

+ +

+The picture above shows a purely specular object reflecting the objects and light around it. Depending on the material properties (reflectivity, refractivity), light rays can be bounced off an object as they would be in real life. In a typical object, light from all angles can bounce off an object before reaching the viewer; BSDF reverses this by randomly choosing a direction to bounce a ray in hopes that it will eventually hit a light source. Furthermore, in objects that can refract light, some rays can be transmitted inside. + +# Performance improvements +## Mesh intersection culling +

+ +

+The image above shows a bounding box established around a mesh. The naive method for testing intersections involves having each ray check whether it intersects every geometry in the scene. However, meshes contain lots of triangles and this can slow down the testing process. Not all rays will intersect with a triangle in a mesh, so these intersections do not need to be tested; threads that would previously test for all these intersections can be reused to perform other computations and speed up rendering. Intersection culling is achieved by establishing an axis-aligned bounding box (AABB) around the mesh and seeing if a ray intersects with the box (using the provided box intersection formula with a scaled and transformed cube geometry to fit the BB shape). If the ray does not intersect with the box, none of the mesh's triangles are checked for intersection; however, if the ray does intersect the box, the triangles are checked. This saves a lot of unnecessary computation. +
+

+ +

+The graph above shows the impact of mesh intersection culling. There is a clear disparity in between loading times when culling is used; as the geometry becomes more complex, the difference in execution time increases. This shows that mesh culling will be particularly useful when rendering large mesh files because the number of geometries to test for intersections is much smaller. In the future, when used with hierarchical structures, the intersection can be further localized so that only particular regions of the mesh have to be tested. + +## Terminate rays using stream compaction +

+ +

+When a ray has bounced enough times without reaching a light or has turned black, any subsequent bounces will not result in any color being added to the render. Therefore, these rays can be terminated from the pool. This prevents kernels from being started for rays that will have no effect on the final image. Stream compaction has a significant impact on the rendering performance, as the number of rays that need to be checked decreases with each bounce. At the end of the iteration, we can see see that there are fewer rays compared to if we don't remove any. Furthermore, as we increase the maximum ray bounce depth, we see more rays being terminated because they reach termination conditions. In the open scene, it is easier for a ray to bounce out of the scene and turn black, so we see an even smaller number of remaining rays. Fewer rays means fewer threads and more useful computation on the GPU. + +## Sorting materials +

+ +

+Sorting materials allows geometries with the same material properties to be grouped together before BSDF computation executes. When materials are grouped together, it is more likely that BSDF computations with the same material properties will run in the same warp. This will allow for threads in a warp to finish computation at the same time, rather than having threads of one material wait for threads of another. Because we are not doing explicit alignment of materials between thread blocks, we do not see a large speedup. However, there is a noticeable effect on the BSDF kernel run times, especially for larger max ray depths. + +## First bounce caching +

+ +

+When anti-aliasing is disabled, the first bounce for each pixel from the camera into the scene will be the same across iterations. Therefore, we can compute the first bounces just once, and use this cached data in subsequent iterations. We see the effects of this in the graph above: when our max ray depth is 1 (meaning we have at most one bounce), we spend virtually no time running the intersection logic, since we just reuse the cached data from the first iteration. Here, the first intersection kernels takes 168350 us to compute, but any subsequent intersection computation kernels only take on average 255 us. The time saved with the first bounce also helps reduce the average total kernel execution time when we have higher max ray depths. Because anti-aliasing makes the first ray direction non-deterministic, we cannot use first-bounce caching with anti-aliasing, or else we end up with a blurry image. + +# Miscelaneous notes +* Meshes must be placed after any objects in the scene file and their numbering must continue from the numbering scheme used for any objects. +* Despite decrementing the number of remaining bounces for rays on each bounce, the check for whether a ray has 0 remaining bounces did not seem to work with `thrust::remove_if`. Therefore, I am checking whether the color is 0 (meaning any future bounces would just color pixels black). + +## Flags +The following flags can be used to toggle various options. +* `INSTRUMENT` in `pathtrace.cu` enables kernel timing measurements and console printing +* `STREAM_COMPACTION` in `pathtrace.cu` enables stream compaction +* `MATERIAL_SORT` in `pathtrace.cu` enables material sorting +* `FIRST_BOUNCE_CACHE` in `pathtrace.cu` enables first bounce caching +* `ANTI_ALIASING` in `pathtrace.cu` enables anti-aliasing +* `INSTRUMENT` in `pathtrace.cu` enables DoF. Use `R` and `T` to increase/decrease lens radius, and `F` and `G` to increase/decrease focal distance. +* `MESH_CULL` in `scene.h` enables OBJ mesh intersection culling + +# References +* Loading in .OBJ files using TinyOBJLoader + * https://github.com/tinyobjloader/tinyobjloader#example-code-new-object-oriented-api +* Trees and Nature .OBJ file used in header image + * 3D Low Poly Trees Grass and Rocks Lite by Just Create + * https://www.turbosquid.com/3d-models/3d-assets-tree-grass-rocks-1498368 +* Simulating Depth of Field + * PBRT 6.2.3, 13.6.1 +* Simulating Anti Aliasing + * Ray Tracing in One Weekend, 7.2 +* Refraction + * Ray Tracing in One Weekend, 10.5 + +# Bloopers +| Refraction or Recursion | +| ---------- | +| ![](./img/V2_1_bloop_refract_.png) | + +| When `remove_if` eats rays for lunch | +| ---------- | +| ![](./img/V1_0_bloop_remove_if.png) | diff --git a/external/include/tiny_obj_loader.h b/external/include/tiny_obj_loader.h new file mode 100644 index 00000000..38c8bd7c --- /dev/null +++ b/external/include/tiny_obj_loader.h @@ -0,0 +1,3318 @@ +/* +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 + +#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::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++) { + 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; + 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::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++) { + 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; + 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/img/COVER.png b/img/COVER.png new file mode 100644 index 00000000..cbc189a6 Binary files /dev/null and b/img/COVER.png differ diff --git a/img/COVER_2.png b/img/COVER_2.png new file mode 100644 index 00000000..aad7a4a7 Binary files /dev/null and b/img/COVER_2.png differ diff --git a/img/COVER_2_Annotated.png b/img/COVER_2_Annotated.png new file mode 100644 index 00000000..aad7a4a7 Binary files /dev/null and b/img/COVER_2_Annotated.png differ diff --git a/img/COVER_3.png b/img/COVER_3.png new file mode 100644 index 00000000..2b90d5fa Binary files /dev/null and b/img/COVER_3.png differ diff --git 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new file mode 100644 index 00000000..d96cab9d Binary files /dev/null and b/img/GRAPH_Stream-Compaction.png differ diff --git a/img/PERF_AA-off_zoom_1000.jpg b/img/PERF_AA-off_zoom_1000.jpg new file mode 100644 index 00000000..cff27034 Binary files /dev/null and b/img/PERF_AA-off_zoom_1000.jpg differ diff --git a/img/PERF_AA-on_zoom_1000.jpg b/img/PERF_AA-on_zoom_1000.jpg new file mode 100644 index 00000000..5a99c555 Binary files /dev/null and b/img/PERF_AA-on_zoom_1000.jpg differ diff --git a/img/PERF_Compaction_Closed_300.png b/img/PERF_Compaction_Closed_300.png new file mode 100644 index 00000000..c9503f71 Binary files /dev/null and b/img/PERF_Compaction_Closed_300.png differ diff --git a/img/PERF_Compaction_Open_300.png b/img/PERF_Compaction_Open_300.png new file mode 100644 index 00000000..12d51ca2 Binary files /dev/null and b/img/PERF_Compaction_Open_300.png differ diff --git a/img/PERF_DOF-close_3000.png b/img/PERF_DOF-close_3000.png new file mode 100644 index 00000000..78f14271 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00000000..b0bee0f5 Binary files /dev/null and b/img/V2_1_refract_1_5_1754.png differ diff --git a/img/V2_1_refract_1_5_cube_5000.png b/img/V2_1_refract_1_5_cube_5000.png new file mode 100644 index 00000000..b0ef7ed4 Binary files /dev/null and b/img/V2_1_refract_1_5_cube_5000.png differ diff --git a/img/V2_2_dof_3000.png b/img/V2_2_dof_3000.png new file mode 100644 index 00000000..1ae56118 Binary files /dev/null and b/img/V2_2_dof_3000.png differ diff --git a/img/V2_3_cow_231.png b/img/V2_3_cow_231.png new file mode 100644 index 00000000..14edbcec Binary files /dev/null and b/img/V2_3_cow_231.png differ diff --git a/img/V2_3_wahoo_250.png b/img/V2_3_wahoo_250.png new file mode 100644 index 00000000..5103e3fb Binary files /dev/null and b/img/V2_3_wahoo_250.png differ diff --git a/scenes/cornell.txt b/scenes/cornell.txt index 83ff8202..614a8ed5 100644 --- a/scenes/cornell.txt +++ b/scenes/cornell.txt @@ -38,8 +38,18 @@ REFR 0 REFRIOR 0 EMITTANCE 0 -// Specular white +// Diffuse blue MATERIAL 4 +RGB .35 .35 .85 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 5 RGB .98 .98 .98 SPECEX 0 SPECRGB .98 .98 .98 @@ -48,6 +58,36 @@ REFR 0 REFRIOR 0 EMITTANCE 0 +// Glass white +MATERIAL 6 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Glass aqua +MATERIAL 7 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// High refraction purple +MATERIAL 8 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0 +REFR 1 +REFRIOR 1.1 +EMITTANCE 0 + // Camera CAMERA RES 800 800 @@ -108,10 +148,55 @@ TRANS 5 5 0 ROTAT 0 0 0 SCALE .01 10 10 -// Sphere +// Cube OBJECT 6 +cube +material 5 +TRANS -2 4 3 +ROTAT 45 0 45 +SCALE 1 1 1 + +// Sphere +OBJECT 7 +sphere +material 6 +TRANS -2 4 6 +ROTAT 0 0 0 +SCALE 0 0 0 + +// Sphere +OBJECT 8 sphere +material 5 +TRANS 2 4 2 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere +OBJECT 9 +sphere +material 8 +TRANS 0 6.1 9 +ROTAT 0 0 0 +SCALE 0.75 0.75 0.75 + +// Test Obj File +MESH 10 +../obj/wahoo.obj material 4 -TRANS -1 4 -1 +TRANS 0 4 -4 ROTAT 0 0 0 -SCALE 3 3 3 +SCALE 1 1 1 + +// Test Obj File +// MESH 10 +// ../obj/bunny.obj +// material 7 +// TRANS 0 0 0 +// ROTAT 0 0 0 +// SCALE 10 10 10 + + + +// FOLLOW ORDERING OF OBJECT IDs FOR MESHes, BUT SET TYPE TO MESH +// MESHes MUST BE INCLUDED AFTER ANY OBJECTs diff --git a/scenes/cornell_dof.txt b/scenes/cornell_dof.txt new file mode 100644 index 00000000..510ff92a --- /dev/null +++ b/scenes/cornell_dof.txt @@ -0,0 +1,203 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 4 +RGB .35 .35 .85 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Glass white +MATERIAL 6 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Glass aqua +MATERIAL 7 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// High refraction purple +MATERIAL 8 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0 +REFR 1 +REFRIOR 2 +EMITTANCE 0 + +// Specular purple +MATERIAL 9 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular yellow +MATERIAL 10 +RGB .98 .98 0 +SPECEX 0 +SPECRGB .98 .98 0 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular cyan +MATERIAL 11 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// 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 4 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Far back sphere +OBJECT 6 +sphere +material 9 +TRANS -3 4 -3 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Middle sphere +OBJECT 7 +sphere +material 10 +TRANS 0 4 1 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Close up sphere +OBJECT 8 +sphere +material 11 +TRANS 3 4 5 +ROTAT 0 0 0 +SCALE 2 2 2 diff --git a/scenes/cornell_obj.txt b/scenes/cornell_obj.txt new file mode 100644 index 00000000..76f4afea --- /dev/null +++ b/scenes/cornell_obj.txt @@ -0,0 +1,187 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 4 +RGB .35 .35 .85 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Glass white +MATERIAL 6 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Glass aqua +MATERIAL 7 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// High refraction purple +MATERIAL 8 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0 +REFR 1 +REFRIOR 2 +EMITTANCE 0 + +// Specular purple +MATERIAL 9 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0.5 +REFR 0.5 +REFRIOR 1.1 +EMITTANCE 0 + +// Specular yellow +MATERIAL 10 +RGB .98 .98 0 +SPECEX 0 +SPECRGB .98 .98 0 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular cyan +MATERIAL 11 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// 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 4 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Left sphere +MESH 6 +../obj/human.obj +material 9 +TRANS 0 2 -1 +ROTAT 90 -90 0 +SCALE 0.5 0.5 0.5 \ No newline at end of file diff --git a/scenes/cornell_open.txt b/scenes/cornell_open.txt new file mode 100644 index 00000000..73cb8089 --- /dev/null +++ b/scenes/cornell_open.txt @@ -0,0 +1,178 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 4 +RGB .35 .35 .85 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Glass white +MATERIAL 6 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Glass aqua +MATERIAL 7 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// High refraction purple +MATERIAL 8 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0 +REFR 1 +REFRIOR 2 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 1 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Cube +OBJECT 4 +cube +material 6 +TRANS -1 4 -1 +ROTAT 0 0 0 +SCALE 3 3 3 + +// Sphere +OBJECT 5 +sphere +material 6 +TRANS -2 4 6 +ROTAT 0 0 0 +SCALE 0.5 0.5 0.5 + +// Sphere +OBJECT 6 +sphere +material 5 +TRANS 2 4 2 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Test Obj File +MESH 7 +../obj/wahoo.obj +material 4 +TRANS 0 5 5 +ROTAT 0 0 0 +SCALE 0.25 0.25 0.25 + +// Test Obj File +// MESH 10 +// ../obj/bunny.obj +// material 7 +// TRANS 0 0 0 +// ROTAT 0 0 0 +// SCALE 10 10 10 + + + +// FOLLOW ORDERING OF OBJECT IDs FOR MESHes, BUT SET TYPE TO MESH +// MESHes MUST BE INCLUDED AFTER ANY OBJECTs diff --git a/scenes/cornell_refract.txt b/scenes/cornell_refract.txt new file mode 100644 index 00000000..8a80f7b2 --- /dev/null +++ b/scenes/cornell_refract.txt @@ -0,0 +1,203 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 4 +RGB .35 .35 .85 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Glass white +MATERIAL 6 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Glass aqua +MATERIAL 7 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// High refraction purple +MATERIAL 8 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0 +REFR 1 +REFRIOR 2 +EMITTANCE 0 + +// Low refraction +MATERIAL 9 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.2 +EMITTANCE 0 + +// Medium refraction +MATERIAL 10 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.8 +EMITTANCE 0 + +// High refraction +MATERIAL 11 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 5 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 4 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Left sphere +OBJECT 6 +sphere +material 9 +TRANS -3 4 4 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Middle sphere +OBJECT 7 +sphere +material 10 +TRANS 0 4 4 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Right sphere +OBJECT 8 +sphere +material 11 +TRANS 3 4 4 +ROTAT 0 0 0 +SCALE 2 2 2 diff --git a/scenes/environment.txt b/scenes/environment.txt new file mode 100644 index 00000000..0853234d --- /dev/null +++ b/scenes/environment.txt @@ -0,0 +1,302 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 4 +RGB .35 .35 .85 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Glass white +MATERIAL 6 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Glass aqua +MATERIAL 7 +RGB 0 .98 .98 +SPECEX 0 +SPECRGB 0 .98 .98 +REFL 0 +REFR 1 +REFRIOR 5 +EMITTANCE 0 + +// Low refraction purple +MATERIAL 8 +RGB .98 0 .98 +SPECEX 0 +SPECRGB .98 0 .98 +REFL 0 +REFR 1 +REFRIOR 1.2 +EMITTANCE 0 + +// Low refraction green +MATERIAL 9 +RGB 0 .98 0 +SPECEX 0 +SPECRGB 0 .98 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse orange +MATERIAL 10 +RGB .94 .74 .53 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse light blue +MATERIAL 11 +RGB .53 .78 .94 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse peach +MATERIAL 12 +RGB .94 .53 .53 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse light green +MATERIAL 13 +RGB .53 .94 .84 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse lavender +MATERIAL 14 +RGB .53 .53 .94 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1200 1200 +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 45 0 +SCALE 3 .3 3 + +// Floor +OBJECT 1 +cube +material 10 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 40 .01 20 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 40 20 + +// Right angle wall +OBJECT 3 +cube +material 12 +TRANS 0 5 -5 +ROTAT 0 70 0 +SCALE .01 10 30 + +// Left angle wall +OBJECT 4 +cube +material 11 +TRANS 0 5 -5 +ROTAT 0 -70 0 +SCALE .01 10 30 + +// Left wall +OBJECT 5 +cube +material 14 +TRANS -10 5 0 +ROTAT 0 -30 0 +SCALE .01 10 20 + +// Right wall +OBJECT 6 +cube +material 13 +TRANS 10 5 0 +ROTAT 0 30 0 +SCALE .01 10 20 + +// Ceiling light right +OBJECT 7 +cube +material 0 +TRANS 10 10 -2 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light left +OBJECT 8 +cube +material 0 +TRANS -10 10 -2 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Ceiling light behind camera +OBJECT 9 +cube +material 0 +TRANS 0 8 9 +ROTAT 45 0 0 +SCALE 5 .3 5 + +// Mirror on left +OBJECT 10 +cube +material 5 +TRANS -8 5 0 +ROTAT 0 -20 0 +SCALE .1 5 4 + +// Mirror on right +OBJECT 11 +cube +material 5 +TRANS 8 5 0 +ROTAT 0 20 0 +SCALE .1 5 4 + +// Sphere +OBJECT 12 +sphere +material 8 +TRANS 2 4 7 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere +OBJECT 13 +sphere +material 9 +TRANS 0 0 -5 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Test Box File +// MESH 6 +// ../obj/box.obj +// material 6 +// TRANS 0 4 4 +// ROTAT -90 0 0 +// SCALE 0.05 0.05 0.05 + +// Test Plant File +MESH 7 +../obj/nature.obj +material 7 +TRANS 0 0 2 +ROTAT 0 45 0 +SCALE 0.4 0.4 0.4 + +// Test Obj File +// MESH 10 +// ../obj/bunny.obj +// material 7 +// TRANS 0 0 0 +// ROTAT 0 0 0 +// SCALE 10 10 10 + + + +// FOLLOW ORDERING OF OBJECT IDs FOR MESHes, BUT SET TYPE TO MESH +// MESHes MUST BE INCLUDED AFTER ANY OBJECTs diff --git a/src/interactions.h b/src/interactions.h index f969e458..07b22627 100644 --- a/src/interactions.h +++ b/src/interactions.h @@ -9,7 +9,7 @@ */ __host__ __device__ glm::vec3 calculateRandomDirectionInHemisphere( - glm::vec3 normal, thrust::default_random_engine &rng) { + glm::vec3 normal, thrust::default_random_engine& rng) { thrust::uniform_real_distribution u01(0, 1); float up = sqrt(u01(rng)); // cos(theta) @@ -24,9 +24,11 @@ glm::vec3 calculateRandomDirectionInHemisphere( glm::vec3 directionNotNormal; if (abs(normal.x) < SQRT_OF_ONE_THIRD) { directionNotNormal = glm::vec3(1, 0, 0); - } else if (abs(normal.y) < SQRT_OF_ONE_THIRD) { + } + else if (abs(normal.y) < SQRT_OF_ONE_THIRD) { directionNotNormal = glm::vec3(0, 1, 0); - } else { + } + else { directionNotNormal = glm::vec3(0, 0, 1); } @@ -41,6 +43,15 @@ glm::vec3 calculateRandomDirectionInHemisphere( + sin(around) * over * perpendicularDirection2; } +__host__ __device__ +float reflectance(float indexRefract, float cosTheta) +{ + float r0 = (1.f - indexRefract) / (1.f + indexRefract); + r0 = r0 * r0; + + return r0 + (1.f - r0) * glm::pow(1 - cosTheta, 5.f); +} + /** * Scatter a ray with some probabilities according to the material properties. * For example, a diffuse surface scatters in a cosine-weighted hemisphere. @@ -68,12 +79,67 @@ glm::vec3 calculateRandomDirectionInHemisphere( */ __host__ __device__ void scatterRay( - PathSegment & pathSegment, - glm::vec3 intersect, - glm::vec3 normal, - const Material &m, - thrust::default_random_engine &rng) { - // TODO: implement this. + PathSegment& pathSegment, + glm::vec3 intersect, + glm::vec3 normal, + const Material& m, + thrust::default_random_engine& rng) { + // DONE: implement this. // A basic implementation of pure-diffuse shading will just call the // calculateRandomDirectionInHemisphere defined above. + + thrust::uniform_real_distribution u01(0, 1); + glm::vec3 incomingRayDirection = pathSegment.ray.direction; + + float totalProb = m.hasReflective + m.hasRefractive; + float random = u01(rng); + + if (random < m.hasReflective) + { + // Color the ray according to surface's material encountered + pathSegment.color *= m.color; + + // Perform reflection about surface normal of surface + pathSegment.ray.direction = glm::normalize(glm::reflect(incomingRayDirection, normal)); + pathSegment.ray.origin = intersect; + } + else if (random < m.hasReflective + m.hasRefractive) + { + float uniformSample = u01(rng); + + bool isOutside = glm::dot(incomingRayDirection, normal) < 0; + float eta = isOutside ? 1.f / m.indexOfRefraction : m.indexOfRefraction; + + float cosTheta = glm::min(1.f, glm::dot(-incomingRayDirection, normal)); + float sinTheta = glm::sqrt(1.f - cosTheta * cosTheta); + + float refractiveProbability = reflectance(eta, cosTheta); + bool cannotRefract = eta * sinTheta > 1.f; + + if (cannotRefract || refractiveProbability > uniformSample) + { + // Reflect the ray back + pathSegment.ray.direction = glm::normalize(glm::reflect(incomingRayDirection, normal * (isOutside ? 1.f : -1.f))); + pathSegment.color *= m.color; + + pathSegment.ray.origin = intersect + 0.001f * normal * (isOutside ? 1.f : -1.f); + } + else + { + // Refract the ray about the surface normal + pathSegment.ray.direction = glm::normalize(glm::refract(incomingRayDirection, normal * (isOutside ? 1.f : -1.f), eta)); + pathSegment.color *= glm::vec3(1.f); // *= m.color; + + pathSegment.ray.origin = intersect - 0.001f * normal * (isOutside ? 1.f : -1.f); + } + } + else + { + // Color the ray according to surface's material encountered + pathSegment.color *= m.color; + + // Perform random scattering from surface normal of surface + pathSegment.ray.direction = glm::normalize(calculateRandomDirectionInHemisphere(normal, rng)); + pathSegment.ray.origin = intersect; + } } diff --git a/src/intersections.h b/src/intersections.h index b1504071..8f01278c 100644 --- a/src/intersections.h +++ b/src/intersections.h @@ -142,3 +142,38 @@ __host__ __device__ float sphereIntersectionTest(Geom sphere, Ray r, return glm::length(r.origin - intersectionPoint); } + +/** + * Test intersection between a ray and a transformed triangle. + * + * @param intersectionPoint Output parameter for point of intersection. + * @param normal Output parameter for surface normal. + * @param outside Output param for whether the ray came from outside. + * @return Ray parameter `t` value. -1 if no intersection. + */ +__host__ __device__ float triangleIntersectionTest(Geom triangle, Ray r, + glm::vec3& intersectionPoint, glm::vec3& normal, bool& outside) { + + glm::vec3 intersectionCoords; + bool isIntersected = glm::intersectRayTriangle( + r.origin, glm::normalize(r.direction), + triangle.triangleCoords.p1, triangle.triangleCoords.p2, triangle.triangleCoords.p3, + intersectionCoords); + + if (isIntersected) + { + float t = glm::length(r.origin - intersectionCoords); + intersectionPoint = getPointOnRay(r, t); + + normal = glm::normalize(glm::cross( + triangle.triangleCoords.p2 - triangle.triangleCoords.p1, + triangle.triangleCoords.p3 - triangle.triangleCoords.p1)); + if (!outside) { + normal = -normal; + } + + return t; + } + + return 0.f; +} diff --git a/src/main.cpp b/src/main.cpp index fe8e85ec..b23df667 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -2,6 +2,9 @@ #include "preview.h" #include +#define ORIG_LENS_RADIUS 0.f; +#define ORIG_FOCAL_LENFTH 4.f; + static std::string startTimeString; // For camera controls @@ -66,6 +69,10 @@ int main(int argc, char** argv) { ogLookAt = cam.lookAt; zoom = glm::length(cam.position - ogLookAt); + // Initialize camera factors + cam.lensRadius = ORIG_LENS_RADIUS; + cam.focalLength = ORIG_FOCAL_LENFTH; + // Initialize CUDA and GL components init(); @@ -148,21 +155,43 @@ void runCuda() { void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (action == GLFW_PRESS) { - switch (key) { - case GLFW_KEY_ESCAPE: - saveImage(); - glfwSetWindowShouldClose(window, GL_TRUE); - break; - case GLFW_KEY_S: - saveImage(); - break; - case GLFW_KEY_SPACE: - camchanged = true; renderState = &scene->state; - Camera &cam = renderState->camera; - cam.lookAt = ogLookAt; - break; - } + Camera& cam = renderState->camera; + switch (key) { + case GLFW_KEY_ESCAPE: + saveImage(); + glfwSetWindowShouldClose(window, GL_TRUE); + break; + case GLFW_KEY_S: + saveImage(); + break; + case GLFW_KEY_R: + camchanged = true; + cam.lensRadius += 0.025f; + cam.lensRadius = std::min(0.5f, cam.lensRadius); + break; + case GLFW_KEY_T: + camchanged = true; + cam.lensRadius -= 0.025f; + cam.lensRadius = std::max(0.f, cam.lensRadius); + break; + case GLFW_KEY_F: + camchanged = true; + cam.focalLength += 0.2f; + cam.focalLength = std::min(14.f, cam.focalLength); + break; + case GLFW_KEY_G: + camchanged = true; + cam.focalLength -= 0.2f; + cam.focalLength = std::max(3.f, cam.focalLength); + break; + case GLFW_KEY_SPACE: + camchanged = true; + cam.lookAt = ogLookAt; + cam.lensRadius = ORIG_LENS_RADIUS; + cam.focalLength = ORIG_FOCAL_LENFTH; + break; + } } } diff --git a/src/pathtrace.cu b/src/pathtrace.cu index 056e1467..a1ad9f78 100644 --- a/src/pathtrace.cu +++ b/src/pathtrace.cu @@ -1,9 +1,12 @@ #include #include #include +#include #include #include #include +#include +#include #include "sceneStructs.h" #include "scene.h" @@ -15,10 +18,16 @@ #include "interactions.h" #define ERRORCHECK 1 +#define INSTRUMENT 0 +#define STREAM_COMPACTION 1 +#define MATERIAL_SORT 0 +#define FIRST_BOUNCE_CACHE 0 +#define ANTI_ALIASING 1 +#define DEPTH_OF_FIELD 1 #define FILENAME (strrchr(__FILE__, '/') ? strrchr(__FILE__, '/') + 1 : __FILE__) #define checkCUDAError(msg) checkCUDAErrorFn(msg, FILENAME, __LINE__) -void checkCUDAErrorFn(const char *msg, const char *file, int line) { +void checkCUDAErrorFn(const char* msg, const char* file, int line) { #if ERRORCHECK cudaDeviceSynchronize(); cudaError_t err = cudaGetLastError(); @@ -46,7 +55,7 @@ thrust::default_random_engine makeSeededRandomEngine(int iter, int index, int de //Kernel that writes the image to the OpenGL PBO directly. __global__ void sendImageToPBO(uchar4* pbo, glm::ivec2 resolution, - int iter, glm::vec3* image) { + int iter, glm::vec3* image) { int x = (blockIdx.x * blockDim.x) + threadIdx.x; int y = (blockIdx.y * blockDim.y) + threadIdx.y; @@ -55,9 +64,9 @@ __global__ void sendImageToPBO(uchar4* pbo, glm::ivec2 resolution, glm::vec3 pix = image[index]; glm::ivec3 color; - color.x = glm::clamp((int) (pix.x / iter * 255.0), 0, 255); - color.y = glm::clamp((int) (pix.y / iter * 255.0), 0, 255); - color.z = glm::clamp((int) (pix.z / iter * 255.0), 0, 255); + color.x = glm::clamp((int)(pix.x / iter * 255.0), 0, 255); + color.y = glm::clamp((int)(pix.y / iter * 255.0), 0, 255); + color.z = glm::clamp((int)(pix.z / iter * 255.0), 0, 255); // Each thread writes one pixel location in the texture (textel) pbo[index].w = 0; @@ -67,18 +76,26 @@ __global__ void sendImageToPBO(uchar4* pbo, glm::ivec2 resolution, } } -static Scene * hst_scene = NULL; -static glm::vec3 * dev_image = NULL; -static Geom * dev_geoms = NULL; -static Material * dev_materials = NULL; -static PathSegment * dev_paths = NULL; -static ShadeableIntersection * dev_intersections = NULL; +static Scene* hst_scene = NULL; +static glm::vec3* dev_image = NULL; +static Geom* dev_geoms = NULL; +static Material* dev_materials = NULL; +static PathSegment* dev_paths = NULL; +static ShadeableIntersection* dev_intersections = NULL; // TODO: static variables for device memory, any extra info you need, etc -// ... +#if FIRST_BOUNCE_CACHE +static ShadeableIntersection* dev_firstBounceIntersections = NULL; +#endif + +#if MESH_CULL +static Mesh* dev_meshes = NULL; +static Geom* dev_triangles = NULL; +#endif + -void pathtraceInit(Scene *scene) { +void pathtraceInit(Scene* scene) { hst_scene = scene; - const Camera &cam = hst_scene->state.camera; + const Camera& cam = hst_scene->state.camera; const int pixelcount = cam.resolution.x * cam.resolution.y; cudaMalloc(&dev_image, pixelcount * sizeof(glm::vec3)); @@ -96,6 +113,18 @@ void pathtraceInit(Scene *scene) { cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); // TODO: initialize any extra device memeory you need +#if FIRST_BOUNCE_CACHE + cudaMalloc(&dev_firstBounceIntersections, pixelcount * sizeof(ShadeableIntersection)); + cudaMemset(dev_firstBounceIntersections, 0, pixelcount * sizeof(ShadeableIntersection)); +#endif + +#if MESH_CULL + cudaMalloc(&dev_meshes, scene->meshes.size() * sizeof(Mesh)); + cudaMemcpy(dev_meshes, scene->meshes.data(), scene->meshes.size() * sizeof(Mesh), cudaMemcpyHostToDevice); + + cudaMalloc(&dev_triangles, scene->triangles.size() * sizeof(Geom)); + cudaMemcpy(dev_triangles, scene->triangles.data(), scene->triangles.size() * sizeof(Geom), cudaMemcpyHostToDevice); +#endif checkCUDAError("pathtraceInit"); } @@ -107,10 +136,50 @@ void pathtraceFree() { cudaFree(dev_materials); cudaFree(dev_intersections); // TODO: clean up any extra device memory you created +#if FIRST_BOUNCE_CACHE + cudaFree(dev_firstBounceIntersections); +#endif + +#if MESH_CULL + cudaFree(dev_meshes); + cudaFree(dev_triangles); +#endif checkCUDAError("pathtraceFree"); } +/** + * Maps a random point to a sample on a unit disk + */ +__host__ __device__ glm::vec3 concentricSampleDisk(glm::vec2 u) +{ + // Map input to -1 to 1 range + // glm::vec2 uOffset = 2.f * u - glm::vec2(1.f); + glm::vec2 uOffset = u; + + // Handle degeneracy at origin + if (uOffset.x == 0.f && uOffset.y == 0.f) + { + return glm::vec3(0.f); + } + + // Apply concentric mapping to point + float theta, r; + if (glm::abs(uOffset.x) > glm::abs(uOffset.y)) + { + r = uOffset.x; + theta = PI / 4.f * (uOffset.y / uOffset.x); + } + else + { + r = uOffset.y; + theta = PI / 2.f - PI / 4.f * (uOffset.x / uOffset.y); + } + + return r * glm::vec3(glm::cos(theta), glm::sin(theta), 0); + +} + /** * Generate PathSegments with rays from the camera through the screen into the * scene, which is the first bounce of rays. @@ -126,16 +195,46 @@ __global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, Path if (x < cam.resolution.x && y < cam.resolution.y) { int index = x + (y * cam.resolution.x); - PathSegment & segment = pathSegments[index]; + PathSegment& segment = pathSegments[index]; segment.ray.origin = cam.position; - segment.color = glm::vec3(1.0f, 1.0f, 1.0f); + segment.color = glm::vec3(1.0f, 1.0f, 1.0f); + + float xOffset = ((float)x - (float)cam.resolution.x * 0.5f); + float yOffset = ((float)y - (float)cam.resolution.y * 0.5f); - // TODO: implement antialiasing by jittering the ray + thrust::default_random_engine rng = makeSeededRandomEngine(iter, index, traceDepth); + thrust::uniform_real_distribution disp(-1.f, 1.f); + +#if ANTI_ALIASING + xOffset += 0.5 * disp(rng); + yOffset += 0.5 * disp(rng); +#endif + + // DONE: implement antialiasing by jittering the ray 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) - ); + - cam.right * cam.pixelLength.x * xOffset + - cam.up * cam.pixelLength.y * yOffset + ); + +#if DEPTH_OF_FIELD + float lensRadius = cam.lensRadius; + float focalDistance = cam.focalLength; + float sample1 = disp(rng); + float sample2 = disp(rng); + + glm::vec3 pLens = lensRadius * concentricSampleDisk(glm::vec2(sample1, sample2)); + float ft = focalDistance / glm::dot(cam.view, segment.ray.direction); + + glm::vec3 pFocus = cam.position + ft * segment.ray.direction; + segment.ray.origin += cam.right * pLens.x + cam.up + pLens.y; + segment.ray.direction = glm::normalize(pFocus - segment.ray.origin); + +#if ANTI_ALIASING + glm::vec3 aaOffset = glm::vec3(0.001 * disp(rng), 0.001 * disp(rng), 0.f); + segment.ray.direction = glm::normalize(segment.ray.direction + aaOffset); +#endif +#endif segment.pixelIndex = index; segment.remainingBounces = traceDepth; @@ -149,11 +248,17 @@ __global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, Path __global__ void computeIntersections( int depth , int num_paths - , PathSegment * pathSegments - , Geom * geoms + , PathSegment* pathSegments + , Geom* geoms , int geoms_size - , ShadeableIntersection * intersections - ) + , ShadeableIntersection* intersections +#if MESH_CULL + , Mesh* meshes + , int meshes_size + , Geom* triangles + , int triangles_size +#endif +) { int path_index = blockIdx.x * blockDim.x + threadIdx.x; @@ -167,15 +272,17 @@ __global__ void computeIntersections( float t_min = FLT_MAX; int hit_geom_index = -1; bool outside = true; + bool triangleHit = false; + int triangleHitMaterialId; glm::vec3 tmp_intersect; glm::vec3 tmp_normal; // naive parse through global geoms - + // If MESH_CULL is disabled, all mesh triangles will be in the geoms array for (int i = 0; i < geoms_size; i++) { - Geom & geom = geoms[i]; + Geom& geom = geoms[i]; if (geom.type == CUBE) { @@ -185,7 +292,12 @@ __global__ void computeIntersections( { t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); } - // TODO: add more intersection tests here... triangle? metaball? CSG? +#if !MESH_CULL + else if (geom.type == TRIANGLE) + { + t = triangleIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); + } +#endif // Compute the minimum t from the intersection tests to determine what // scene geometry object was hit first. @@ -198,10 +310,45 @@ __global__ void computeIntersections( } } - if (hit_geom_index == -1) +#if MESH_CULL + // If MESH_CULL is enabled, mesh triangle checking will happen on a per mesh basis + for (int i = 0; i < meshes_size; i++) + { + Mesh& mesh = meshes[i]; + float b = boxIntersectionTest(mesh.boundingBox, pathSegment.ray, tmp_intersect, tmp_normal, outside); + if (b > 0.0f) // Mesh bounding box was hit by ray, so check all triangles inside + { + for (int j = mesh.triangleDataStartIndex; j < mesh.triangleDataStartIndex + mesh.numTriangles; j++) + { + Geom& triangle = triangles[j]; + t = triangleIntersectionTest(triangle, pathSegment.ray, tmp_intersect, tmp_normal, outside); + + if (t > 0.0f && t_min > t) + { + t_min = t; + triangleHitMaterialId = triangle.materialid; + intersect_point = tmp_intersect; + normal = tmp_normal; + triangleHit = true; + } + } + } + } +#endif + + if (hit_geom_index == -1 && !triangleHit) { intersections[path_index].t = -1.0f; } +#if MESH_CULL + else if (triangleHit) + { + //The ray hits a triangle from a mesh + intersections[path_index].t = t_min; + intersections[path_index].materialId = triangleHitMaterialId; + intersections[path_index].surfaceNormal = normal; + } +#endif else { //The ray hits something @@ -221,52 +368,133 @@ __global__ void computeIntersections( // Note that this shader does NOT do a BSDF evaluation! // Your shaders should handle that - this can allow techniques such as // bump mapping. -__global__ void shadeFakeMaterial ( - int iter - , int num_paths - , ShadeableIntersection * shadeableIntersections - , PathSegment * pathSegments - , Material * materials - ) +__global__ void shadeFakeMaterial( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments + , Material* materials +) { - int idx = blockIdx.x * blockDim.x + threadIdx.x; - if (idx < num_paths) - { - ShadeableIntersection intersection = shadeableIntersections[idx]; - if (intersection.t > 0.0f) { // if the intersection exists... - // Set up the RNG - // LOOK: this is how you use thrust's RNG! Please look at - // makeSeededRandomEngine as well. - thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); - thrust::uniform_real_distribution u01(0, 1); - - Material material = materials[intersection.materialId]; - glm::vec3 materialColor = material.color; - - // If the material indicates that the object was a light, "light" the ray - if (material.emittance > 0.0f) { - pathSegments[idx].color *= (materialColor * material.emittance); - } - // Otherwise, do some pseudo-lighting computation. This is actually more - // like what you would expect from shading in a rasterizer like OpenGL. - // TODO: replace this! you should be able to start with basically a one-liner - else { - float lightTerm = glm::dot(intersection.surfaceNormal, glm::vec3(0.0f, 1.0f, 0.0f)); - pathSegments[idx].color *= (materialColor * lightTerm) * 0.3f + ((1.0f - intersection.t * 0.02f) * materialColor) * 0.7f; - pathSegments[idx].color *= u01(rng); // apply some noise because why not - } - // If there was no intersection, color the ray black. - // Lots of renderers use 4 channel color, RGBA, where A = alpha, often - // used for opacity, in which case they can indicate "no opacity". - // This can be useful for post-processing and image compositing. - } else { - pathSegments[idx].color = glm::vec3(0.0f); + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths) + { + ShadeableIntersection intersection = shadeableIntersections[idx]; + if (intersection.t > 0.0f) { // if the intersection exists... + // Set up the RNG + // LOOK: this is how you use thrust's RNG! Please look at + // makeSeededRandomEngine as well. + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + thrust::uniform_real_distribution u01(0, 1); + + Material material = materials[intersection.materialId]; + glm::vec3 materialColor = material.color; + + // If the material indicates that the object was a light, "light" the ray + if (material.emittance > 0.0f) { + pathSegments[idx].color *= (materialColor * material.emittance); + } + // Otherwise, do some pseudo-lighting computation. This is actually more + // like what you would expect from shading in a rasterizer like OpenGL. + // TODO: replace this! you should be able to start with basically a one-liner + else { + float lightTerm = glm::dot(intersection.surfaceNormal, glm::vec3(0.0f, 1.0f, 0.0f)); + pathSegments[idx].color *= (materialColor * lightTerm) * 0.3f + ((1.0f - intersection.t * 0.02f) * materialColor) * 0.7f; + pathSegments[idx].color *= u01(rng); // apply some noise because why not + } + // If there was no intersection, color the ray black. + // Lots of renderers use 4 channel color, RGBA, where A = alpha, often + // used for opacity, in which case they can indicate "no opacity". + // This can be useful for post-processing and image compositing. + } + else { + pathSegments[idx].color = glm::vec3(0.0f); + } } - } } +/** + * Implementation of shader that uses BSDF algorithm + */ +__global__ void shadeMaterialBSDF( + int iter, + int num_paths, + ShadeableIntersection* shadeableIntersections, + PathSegment* pathSegments, + Material* materials, + int depth +) +{ + int index = blockIdx.x * blockDim.x + threadIdx.x; + if (index >= num_paths) + { + return; + } + + PathSegment* segment = &pathSegments[index]; + if (segment->remainingBounces == 0) // // No light was hit, so pixel is black + { + return; + } + + // Check for existence of intersection + ShadeableIntersection intersection = shadeableIntersections[index]; + if (intersection.t > 0.f) + { + // Set up the RNG + thrust::default_random_engine rng = makeSeededRandomEngine(iter, index, depth); + thrust::uniform_real_distribution u01(0, 1); + + Material material = materials[intersection.materialId]; + + // If the material indicates that the object was a light, "light" the ray + if (material.emittance > 0.0f) // Light has been hit + { + pathSegments[index].color *= (material.color * material.emittance); + segment->remainingBounces = 0; + } + else // Perform pseudo-lighting computation + { + glm::vec3 intersectionPoint = getPointOnRay(segment->ray, intersection.t); + scatterRay(pathSegments[index], intersectionPoint, intersection.surfaceNormal, material, rng); + segment->remainingBounces--; + } + } + else + { + // Terminate the ray and set color to black + segment->color = glm::vec3(0.f); + segment->remainingBounces = 0; + } +} + +/** + * Predicate for thrust::remove_if to remove rays that have reached the end of their life + */ +struct hasNoBounces +{ + __host__ __device__ bool operator()(const PathSegment &p) + { + return glm::length(p.color) < 0.0001f; + // return p.remainingBounces <= 0; + // Testing whether remaining bounces exist did not work, so instead I Had to check the color being black. + // This does result in rays being filtered, as seen by observing the number of remaining paths in the pathtrace function. + } +}; + +/** + * Predicate for thrust::sort to sort intersections by material type + */ +struct sortByMaterialType +{ + __host__ __device__ bool operator()(const ShadeableIntersection &l, const ShadeableIntersection &r) + { + return l.materialId < r.materialId; + } +}; + // Add the current iteration's output to the overall image -__global__ void finalGather(int nPaths, glm::vec3 * image, PathSegment * iterationPaths) +__global__ void finalGather(int nPaths, glm::vec3* image, PathSegment* iterationPaths) { int index = (blockIdx.x * blockDim.x) + threadIdx.x; @@ -281,16 +509,16 @@ __global__ void finalGather(int nPaths, glm::vec3 * image, PathSegment * iterati * Wrapper for the __global__ call that sets up the kernel calls and does a ton * of memory management */ -void pathtrace(uchar4 *pbo, int frame, int iter) { +void pathtrace(uchar4* pbo, int frame, int iter) { const int traceDepth = hst_scene->state.traceDepth; - const Camera &cam = hst_scene->state.camera; + const Camera& cam = hst_scene->state.camera; const int pixelcount = cam.resolution.x * cam.resolution.y; // 2D block for generating ray from camera const dim3 blockSize2d(8, 8); const dim3 blocksPerGrid2d( - (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, - (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); + (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, + (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); // 1D block for path tracing const int blockSize1d = 128; @@ -326,7 +554,7 @@ void pathtrace(uchar4 *pbo, int frame, int iter) { // TODO: perform one iteration of path tracing - generateRayFromCamera <<>>(cam, iter, traceDepth, dev_paths); + generateRayFromCamera<<>>(cam, iter, traceDepth, dev_paths); checkCUDAError("generate camera ray"); int depth = 0; @@ -336,48 +564,146 @@ void pathtrace(uchar4 *pbo, int frame, int iter) { // --- PathSegment Tracing Stage --- // Shoot ray into scene, bounce between objects, push shading chunks - bool iterationComplete = false; +#if INSTRUMENT + auto startTime = std::chrono::high_resolution_clock::now(); + double intersectTime = 0.0; + double shadeTime = 0.0; +#endif + bool iterationComplete = false; while (!iterationComplete) { - // clean shading chunks - cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + // clean shading chunks + cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); - // tracing - dim3 numblocksPathSegmentTracing = (num_paths + blockSize1d - 1) / blockSize1d; - computeIntersections <<>> ( - depth - , num_paths - , dev_paths - , dev_geoms - , hst_scene->geoms.size() - , dev_intersections - ); - checkCUDAError("trace one bounce"); - cudaDeviceSynchronize(); - depth++; - - - // TODO: - // --- Shading Stage --- - // Shade path segments based on intersections and generate new rays by - // evaluating the BSDF. - // Start off with just a big kernel that handles all the different - // materials you have in the scenefile. - // TODO: compare between directly shading the path segments and shading - // path segments that have been reshuffled to be contiguous in memory. - - shadeFakeMaterial<<>> ( - iter, - num_paths, - dev_intersections, - dev_paths, - dev_materials - ); - iterationComplete = true; // TODO: should be based off stream compaction results. + // tracing + dim3 numblocksPathSegmentTracing = (num_paths + blockSize1d - 1) / blockSize1d; + +#if INSTRUMENT + auto startIntersectTime = std::chrono::high_resolution_clock::now(); +#endif +#if FIRST_BOUNCE_CACHE + if (depth == 0 && iter <= 1) + { + computeIntersections<<>>( + depth + , num_paths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_firstBounceIntersections +#if MESH_CULL + , dev_meshes + , hst_scene->meshes.size() + , dev_triangles + , hst_scene->triangles.size() +#endif + ); + checkCUDAError("trace first bounce"); + cudaDeviceSynchronize(); + cudaMemcpy(dev_intersections, dev_firstBounceIntersections, pixelcount * sizeof(ShadeableIntersection), cudaMemcpyDeviceToDevice); + } + else if (depth == 0) + { + cudaDeviceSynchronize(); + cudaMemcpy(dev_intersections, dev_firstBounceIntersections, pixelcount * sizeof(ShadeableIntersection), cudaMemcpyDeviceToDevice); + } + else if (depth > 0) + { + computeIntersections<<>>( + depth + , num_paths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections +#if MESH_CULL + , dev_meshes + , hst_scene->meshes.size() + , dev_triangles + , hst_scene->triangles.size() +#endif + ); + checkCUDAError("trace one bounce"); + cudaDeviceSynchronize(); + } +#else + computeIntersections<<>>( + depth + , num_paths + , dev_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections +#if MESH_CULL + , dev_meshes + , hst_scene->meshes.size() + , dev_triangles + , hst_scene->triangles.size() +#endif + ); + checkCUDAError("trace one bounce"); + cudaDeviceSynchronize(); +#endif +#if INSTRUMENT + auto stopIntersectTime = std::chrono::high_resolution_clock::now(); +#endif + + depth++; + + // DONE: + // --- 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. +#if MATERIAL_SORT + thrust::sort_by_key(thrust::device, dev_intersections, dev_intersections + num_paths, dev_paths, sortByMaterialType()); +#endif + +#if INSTRUMENT + auto startShadeTime = std::chrono::high_resolution_clock::now(); +#endif + shadeMaterialBSDF<<>>( + iter, + num_paths, + dev_intersections, + dev_paths, + dev_materials, + depth + ); +#if INSTRUMENT + auto stopShadeTime = std::chrono::high_resolution_clock::now(); +#endif + +#if STREAM_COMPACTION + // Remove terminated rays + thrust::device_ptr thrust_path_start = thrust::device_pointer_cast(dev_paths); + thrust::device_ptr thrust_path_end = thrust::device_pointer_cast(dev_path_end); + thrust_path_end = thrust::remove_if(thrust::device, thrust_path_start, thrust_path_end, hasNoBounces()); + + // Determine how many paths are remaining + dev_paths = thrust::raw_pointer_cast(thrust_path_start); + dev_path_end = thrust::raw_pointer_cast(thrust_path_end); +#endif + num_paths = dev_path_end - dev_paths; + iterationComplete = (depth >= traceDepth) || (num_paths == 0); + +#if INSTRUMENT + intersectTime += std::chrono::duration_cast(stopIntersectTime - startIntersectTime).count(); + shadeTime += std::chrono::duration_cast(stopShadeTime - startShadeTime).count(); +#endif } +#if INSTRUMENT + auto stopTime = std::chrono::high_resolution_clock::now(); + double totalTime = std::chrono::duration_cast(stopTime - startTime).count(); + + std::cout << totalTime << "," << intersectTime << "," << shadeTime << std::endl; +#endif - // Assemble this iteration and apply it to the image - dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; + // Assemble this iteration and apply it to the image + dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; finalGather<<>>(num_paths, dev_image, dev_paths); /////////////////////////////////////////////////////////////////////////// @@ -387,7 +713,7 @@ void pathtrace(uchar4 *pbo, int frame, int iter) { // Retrieve image from GPU cudaMemcpy(hst_scene->state.image.data(), dev_image, - pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); + pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); checkCUDAError("pathtrace"); } diff --git a/src/scene.cpp b/src/scene.cpp index 3fb6239a..662e65ba 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -4,6 +4,12 @@ #include #include +#define LOAD_MESH_VERBOSE 1 + +#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc +#include "tiny_obj_loader.h" + + Scene::Scene(string filename) { cout << "Reading scene from " << filename << " ..." << endl; cout << " " << endl; @@ -13,6 +19,11 @@ Scene::Scene(string filename) { cout << "Error reading from file - aborting!" << endl; throw; } + +#if MESH_CULL + triangleIndex = 0; +#endif + unsigned int currMeshId = 0; while (fp_in.good()) { string line; utilityCore::safeGetline(fp_in, line); @@ -27,6 +38,9 @@ Scene::Scene(string filename) { } else if (strcmp(tokens[0].c_str(), "CAMERA") == 0) { loadCamera(); cout << " " << endl; + } else if (strcmp(tokens[0].c_str(), "MESH") == 0) { + loadMesh(tokens[1], currMeshId++); + cout << " " << endl; } } } @@ -186,3 +200,199 @@ int Scene::loadMaterial(string materialid) { return 1; } } + +int Scene::loadMesh(string objectid, unsigned int meshId) { + int id = atoi(objectid.c_str()); + cout << "Loading Mesh " << id << " as Geom..." << endl; + + string line; + utilityCore::safeGetline(fp_in, line); + cout << "OBJ file name is " << line << "..." << endl; + + tinyobj::ObjReaderConfig reader_config; + tinyobj::ObjReader reader; + reader_config.triangulate = true; + + if (!reader.ParseFromFile(line, reader_config)) + { + if (!reader.Error().empty()) + { + std::cerr << "TinyObjReader: " << reader.Error(); + } + + cout << "Failed to read Mesh " << id << "..." << endl; + return 0; + } + + auto& attrib = reader.GetAttrib(); + auto& shapes = reader.GetShapes(); + + std::vector objTriangles; + +#if LOAD_MESH_VERBOSE + cout << "Number of shapes: " << shapes.size() << endl; +#endif + // Code adapted from sample TinyOBJLoader code + // Loop over shapes + for (size_t s = 0; s < shapes.size(); s++) { +#if LOAD_MESH_VERBOSE + cout << "Number of faces in shape: " << shapes[s].mesh.num_face_vertices.size() << endl; +#endif + + // Loop over triangles + size_t index_offset = 0; + for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { + size_t fv = size_t(shapes[s].mesh.num_face_vertices[f]); + + Triangle t; + + // Loop over vertices of the triangle + for (size_t v = 0; v < fv; v++) { + // access to vertex + tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v]; + + glm::vec3 vertexPos = glm::vec3(0.f); + + vertexPos.x = attrib.vertices[3 * size_t(idx.vertex_index) + 0]; + vertexPos.y = attrib.vertices[3 * size_t(idx.vertex_index) + 1]; + vertexPos.z = attrib.vertices[3 * size_t(idx.vertex_index) + 2]; + + if (v == 0) { + t.p1 = vertexPos; + } else if (v == 1) { + t.p2 = vertexPos; + } else if (v == 2) { + t.p3 = vertexPos; + } + } + index_offset += fv; + + objTriangles.push_back(t); + } + } + + // Link material + int materialId = 0; + utilityCore::safeGetline(fp_in, line); + if (!line.empty() && fp_in.good()) { + vector tokens = utilityCore::tokenizeString(line); + materialId = atoi(tokens[1].c_str()); + cout << "Connecting Mesh " << id << " to Material " << materialId << "..." << endl; + } + + // Load transformations + glm::vec3 translation, rotation, scale; + utilityCore::safeGetline(fp_in, line); + while (!line.empty() && fp_in.good()) { + vector tokens = utilityCore::tokenizeString(line); + + //load tranformations + if (strcmp(tokens[0].c_str(), "TRANS") == 0) { + translation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + } + else if (strcmp(tokens[0].c_str(), "ROTAT") == 0) { + 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) { + scale = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + } + + utilityCore::safeGetline(fp_in, line); + } + + glm::mat4 transform = utilityCore::buildTransformationMatrix( + translation, rotation, scale); + glm::mat4 inverseTransform = glm::inverse(transform); + glm::mat4 invTranspose = glm::inverseTranspose(transform); + +#if MESH_CULL + // Create Mesh with which loaded triangles will be associated + Mesh newMesh; + newMesh.id = meshId; + newMesh.numTriangles = 0; + newMesh.triangleDataStartIndex = triangleIndex; + + float min_x = FLT_MAX, min_y = FLT_MAX, min_z = FLT_MAX; + float max_x = -FLT_MAX, max_y = -FLT_MIN, max_z = -FLT_MIN; +#endif + // Process triangles into scene geometries and associate with mesh + for (Triangle &t : objTriangles) { + Geom newGeom; + newGeom.type = GeomType::TRIANGLE; + newGeom.materialid = materialId; + newGeom.translation = translation; + newGeom.rotation = rotation; + newGeom.scale = scale; + newGeom.transform = transform; + newGeom.inverseTransform = inverseTransform; + newGeom.invTranspose = invTranspose; + + newGeom.triangleCoords.p1 = glm::vec3(transform * glm::vec4(t.p1, 1.f)); + newGeom.triangleCoords.p2 = glm::vec3(transform * glm::vec4(t.p2, 1.f)); + newGeom.triangleCoords.p3 = glm::vec3(transform * glm::vec4(t.p3, 1.f)); + +#if MESH_CULL + min_x = glm::min(min_x, newGeom.triangleCoords.p1.x); + min_x = glm::min(min_x, newGeom.triangleCoords.p2.x); + min_x = glm::min(min_x, newGeom.triangleCoords.p3.x); + + max_x = glm::max(max_x, newGeom.triangleCoords.p1.x); + max_x = glm::max(max_x, newGeom.triangleCoords.p2.x); + max_x = glm::max(max_x, newGeom.triangleCoords.p3.x); + + min_y = glm::min(min_y, newGeom.triangleCoords.p1.y); + min_y = glm::min(min_y, newGeom.triangleCoords.p2.y); + min_y = glm::min(min_y, newGeom.triangleCoords.p3.y); + + max_y = glm::max(max_y, newGeom.triangleCoords.p1.y); + max_y = glm::max(max_y, newGeom.triangleCoords.p2.y); + max_y = glm::max(max_y, newGeom.triangleCoords.p3.y); + + min_z = glm::min(min_z, newGeom.triangleCoords.p1.z); + min_z = glm::min(min_z, newGeom.triangleCoords.p2.z); + min_z = glm::min(min_z, newGeom.triangleCoords.p3.z); + + max_z = glm::max(max_z, newGeom.triangleCoords.p1.z); + max_z = glm::max(max_z, newGeom.triangleCoords.p2.z); + max_z = glm::max(max_z, newGeom.triangleCoords.p3.z); + + triangles.push_back(newGeom); + triangleIndex++; + newMesh.numTriangles++; +#else + geoms.push_back(newGeom); +#endif + } + +#if MESH_CULL + glm::vec3 minCoords = glm::vec3(min_x, min_y, min_z); + glm::vec3 maxCoords = glm::vec3(max_x, max_y, max_z); + + // Use center and displacement between corners of box for Geom construction + translation = 0.5f * (minCoords + maxCoords); + scale = maxCoords - minCoords; + rotation = glm::vec3(0.f); + + transform = utilityCore::buildTransformationMatrix( + translation, rotation, scale); + inverseTransform = glm::inverse(transform); + invTranspose = glm::inverseTranspose(transform); + + // Create cube geometry to represent bounding box (so Box test can be reused) + Geom boundingBox; + boundingBox.type = GeomType::CUBE; + boundingBox.materialid = 8; // For debug purposes, as the box is never rendered + boundingBox.translation = translation; + boundingBox.rotation = glm::vec3(0.f); + boundingBox.scale = scale; + boundingBox.transform = transform; + boundingBox.inverseTransform = inverseTransform; + boundingBox.invTranspose = invTranspose; + + // Associate bounding box Geom with the mesh + newMesh.boundingBox = boundingBox; + meshes.push_back(newMesh); + + // geoms.push_back(boundingBox); +#endif +} diff --git a/src/scene.h b/src/scene.h index f29a9171..d607eb6c 100644 --- a/src/scene.h +++ b/src/scene.h @@ -4,10 +4,13 @@ #include #include #include +#include #include "glm/glm.hpp" #include "utilities.h" #include "sceneStructs.h" +#define MESH_CULL 1 + using namespace std; class Scene { @@ -16,6 +19,11 @@ class Scene { int loadMaterial(string materialid); int loadGeom(string objectid); int loadCamera(); + int loadMesh(string objectid, unsigned int meshId); +#if MESH_CULL + int triangleIndex; +#endif + public: Scene(string filename); ~Scene(); @@ -23,4 +31,8 @@ class Scene { std::vector geoms; std::vector materials; RenderState state; +#if MESH_CULL + std::vector meshes; + std::vector triangles; +#endif }; diff --git a/src/sceneStructs.h b/src/sceneStructs.h index da4dbf30..8f822b6a 100644 --- a/src/sceneStructs.h +++ b/src/sceneStructs.h @@ -10,6 +10,13 @@ enum GeomType { SPHERE, CUBE, + TRIANGLE, +}; + +struct Triangle { + glm::vec3 p1; + glm::vec3 p2; + glm::vec3 p3; }; struct Ray { @@ -26,6 +33,16 @@ struct Geom { glm::mat4 transform; glm::mat4 inverseTransform; glm::mat4 invTranspose; + + Triangle triangleCoords; +}; + +struct Mesh { + unsigned int id; + unsigned int numTriangles; + unsigned int triangleDataStartIndex; + + Geom boundingBox; }; struct Material { @@ -49,6 +66,8 @@ struct Camera { glm::vec3 right; glm::vec2 fov; glm::vec2 pixelLength; + float focalLength; + float lensRadius; }; struct RenderState {