diff --git a/CMakeLists.txt b/CMakeLists.txt index 62c0e599..cf1fc20c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -73,6 +73,7 @@ set(headers src/sceneStructs.h src/preview.h src/utilities.h + src/tiny_obj_loader.h ) set(sources diff --git a/README.md b/README.md index 110697ce..a05a2fb7 100644 --- a/README.md +++ b/README.md @@ -3,11 +3,164 @@ 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) +* Ashley Alexander-Lee + * [LinkedIn](linkedin.com/in/asalexanderlee), [Personal Website](https://asalexanderlee.myportfolio.com/) +* Tested on: Windows 10, i7-6700 @ 3.40GHz 16GB, Quadro P1000 (Moore 100A Lab) -### (TODO: Your README) +![Mirror Scene](img/final_renders/mirror_scene.png) +*Mirrored hall effect, iterations: 5,000, depth: 8, resolution: 1200x1200* + +![Mirror Scene Markup](img/final_renders/mirror_scene2.png) + +Usage +===== + +#### Installation +1. Use a Cuda-enabled Windows machine +2. Clone this repository +3. `mkdir build` in the folder +4. Run CMake, and select "Visual Studio 2019" and "x64" +5. Configure and generate binaries +6. Open the .sln file in VS2019 +7. In "Properties" -> "Debugging" -> "Command Arguments", type `../scenes/name_of_scene.txt` +8. Be sure to run in Release Mode + +#### In-Code Toggles +There are a few macros I defined to turn certain features on or off. Most are located in pathtrace.cu: +- `SORT_MATERIALS` (bool) - sort rays by material after each bounce +- `CACHE_FIRST_BOUNCE` (bool) - cache the shaded rays after the first bounce on the first iteration so that the remaining iterations don't have to recompute the first bounce -- as long as it's deterministic (i.e. DOF and anti-aliasing aren't enabled) +- `DOF` (bool) - apply depth of field +- `FOCAL_LEN` (float) - focal length for DOF +- `ANTIALIASING` (bool) - apply anti-aliasing + +In scene.cpp and intersections.h, we have: +- `USE_BB` (bool) - use bounding box + + +Description +============= +In this project, I implemented a pathtracer on the GPU by evaluating "batches" of rays during each iteration. At each iteration, I performed the following steps: + +**1. Generate camera rays** +- Save these `PathSegment`s to an array on the GPU +- If `ANTI_ALIASING` is enabled, the reference point is jittered +- If `DOF` is enabled, a point is sampled from a disk to represent the camera position, and a focal length determines the slice of the viewing frustuum we're casting to + +**2. Compute intersections with scene** +- Save these `ShadeableIntersection`s to an array on the GPU + +**3. Shade each ray according to the material** +- Multiply the `PathSegment` color by the color of the intersection +- If `SORT_BY_MATERIAL` is enabled, rays are sorted based on material after this step + +**4. Generate new ray directions based on the material** +- There are three materials supported: 1) Diffuse, 2) Specular, and 3) Dialectric +- Diffuse rays are scattered based on semi-random sampling of a hemisphere +- Specular rays are scattered in exactly one direction (reflected across the normal) +- Dialectric rays are either reflected or refracted based on a Fresnel coefficient +- Alter the origin and direction of the `Ray` in each `PathSegment` + +**5. Cull rays if 1) they hit nothing, or 2) they hit the light** +- Rays are flagged to terminate if they match the termination conditions listed +- I maintain a list of pointers to active rays, and use stream compaction to remove all pointers to rays that are terminated. + +**6. Perform steps 2 - 5 until we've reached max depth or all rays are culled** + +**7. Add the resulting colors to the pixels** + +Features +======== +### Dielectrics +I added support for transmissive materials, where the reflective and refractive components are based on a fresnel coefficient. The coefficient determines the likelihood of scattering a reflective or a refractive ray. + +| | | +|-|-| +|![Refraction 1](img/final_renders/refraction1.png) | ![Refraction 2](img/final_renders/refraction2.png)| + +### Depth of Field + +| Focal Length: 10 | Focal Length: 15 | +| ---------------- | ---------------- | +| ![DOF2](img/final_renders/cornell.2021-10-07_19-19-01z.10000samp.png) |![DOF1](img/final_renders/cornell.2021-10-07_19-03-36z.10000samp.png)| + +The camera origin is jittered by sampling from a disk, and the focal length determines the slice of the view frustuum we're casting a ray to. + +### Mesh Loading +I added support for obj loading and mesh display. I used [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader) to read an obj path and triangulate the mesh. I then created a Triangle struct and a vector containing vectors of triangles that is owned by the scene. I populated each triangle and pushed it to the vector, then got the pointer to said vector and saved it to the geometry. Finally, I copied the triangle data over to the GPU before running the integrator. + +I also added a computeIntersection function for the mesh, which iterates through all of the mesh's triangles, and computes the intersection of the given ray with each triangle, finding the minimum distance along the ray to the nearest triangle. + +![Mesh Example](img/final_renders/cornell.2021-10-09_20-37-05z.2503samp.png) + +I provide an option `USE_BB`, which will create a bounding box for the mesh. The savings for this depends on how much of the space the mesh takes up -- if the mesh encompasses most of the viewing space, the bounding box offers little help efficiency-wise. However, if it takes up a fraction of the viewing space, you are saving a large amount of time that would be spent iterating over and testing for intersection with triangles. I performed a test to demonstrate this, where I timed the rendering of the same mesh at two different scales, which you can see below. + +| Lamp: Scale 0.5 | Lamp: Scale 4 | +| --------------- | ------------- | +| ![Lamp Scale 0.5](img/performance_renders/scaleHalfBB.png) | ![Lamp Scale 4](img/performance_renders/scale4BB.png) | + +You can see that the bounding box saves much more time for the half-sized lamp than for the scale 4 lamp. + +![How Bounding Boxes Improve Mesh Render Time](img/performance_renders/HowBoundingBoxesImproveMeshRenderingTime2.png) + +### Anti-Aliasing +I jittered the pixel point by some fractional value to achieve anti-aliasing, as seen below. I rendered this scene at a low resolution (200x200) so that the improvements are obvious. + +![Anti-Alias Comparison](img/final_renders/anti-alias_comparison2.png) + +As you can see below, enabling anti-aliasing doesn't seem to have a major effect on runtime. There is an additional cost associated with jittering the rays, but this is minimal. + +![Performance Impact Anti-Aliasing](img/performance_renders/PerformanceImpactofAnti-Aliasing.png) + +*Run on Cornell Box, iterations: 5000, depth: 8, 800x800* + +Optimizations +============ + +### Stream Compaction + +I created an array of pointers on the GPU, all pointing to existing rays. I used Thrust's `partition` function to sort all of the "truthy", i.e. non-terminatable, rays to the front of the array, and maintained a pointer to the back of the "truthy" values. This array of pointers to rays is used for future intersection and shading calculations, as it represents the collection of rays that are active. You can see below the number of rays that are culled at every depth. + +I ran the following on a simple cornell box with a diffuse sphere in the middle, and removed the side and back walls for the "Open" configuration. I only ran 1 iteration, with max depth 100 and resolution 800x800 (this is why you will notice the number of rays start at 640,000). I only show up to depth 50, since the flatline trend continues on to 100. + +![Reduction in Rays Due to Stream Compaction Chart](img/ReductioninRaysDueToStreamCompaction.png) + +You can see almost a logarithmic decrease in the rays for the open cornell box configuration, and a more gradual decrease for the closed cornell box. This makes sense, since the termination conditions are: 1) if the ray hits nothing, and 2) if the ray hits a light. The likelihood of hitting nothing is very high in the open cornell box, since about a third of the screen is empty space, whereas it is very low for the closed cornell box. This results in a high number of rays being terminated each depth for the open cornell box, leading the iteration to finish early at depth 20, instead of 100. + +### Sorting by Material + +I have a toggleable option `SORT_BY_MATERIAL` that will sort the rays by material after each depth. This means that rays with similar bounce futures will be grouped together, increasing the likelihood that warps will finish together, and fewer rays will be left idle. + +As it stands, sorting by material seems to have a negative impact on runtime performance. I rendered the following scene that contains 6 spheres with interleaved materials with and without sorting by material. I imagine that there are so few materials in the scene that the cost of sorting at each depth is not offset by the savings gained by grouping rays with similar materials together. If you were to drastically increase the number of materials and objects in the scene, I would guess you would see more of an improvement. + +![Sorting By Materials Render](img/performance_renders/sortMats5000it8depth.png) + +*800x800, iterations: 5000, depth: 8* + +![Performance Impactof Sorting Materials](img/performance_renders/PerformanceImpactofSortingRaysByMaterial.png) + +### Caching the First Bounce + +I also have a toggleable option `CACHE_FIRST_BOUNCE` which, if enabled, saves the first bounce data in a GPU array. Future iterations can then skip a depth, harvesting the first bounce data from the appropriate GPU array. This shaves off about `1 / depth` amount of pathtrace computation. Note that this option cannot be enabled if `DOF` or `ANTIALIASING` are enabled, since the first bounce will be non-deterministic. + +You can see significant time savings as the resolution is increased, as you save on that much more computation. + +![Performance Impact of Caching First Bounce](img/performance_renders/HowCachingFirstBounceImprovesPerformance.png) + +Bloopers +======= + +#### Skeleton Lamp + +![Skeleton Lamp Blooper](img/skeletonLamp5000samples.png) + +![Skeleton Lamp GIF](img/meshNormalTest.gif) + +#### Let the Rain Come Down + +![Sample Blooper](img/cornell.2021-10-02_20-42-09z.125samp.png) + +#### My Refractive Rays Got Lost + +![Refraction Blooper](img/cornell.2021-10-02_17-43-48z.213samp.png) -*DO NOT* leave the README to the last minute! 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a/img/performance_renders/HowBoundingBoxesImproveMeshRenderingTime2.png b/img/performance_renders/HowBoundingBoxesImproveMeshRenderingTime2.png new file mode 100644 index 00000000..d4027699 Binary files /dev/null and b/img/performance_renders/HowBoundingBoxesImproveMeshRenderingTime2.png differ diff --git a/img/performance_renders/HowCachingFirstBounceImprovesPerformance.png b/img/performance_renders/HowCachingFirstBounceImprovesPerformance.png new file mode 100644 index 00000000..d6705b74 Binary files /dev/null and b/img/performance_renders/HowCachingFirstBounceImprovesPerformance.png differ diff --git a/img/performance_renders/PerformanceImpactofAnti-Aliasing.png b/img/performance_renders/PerformanceImpactofAnti-Aliasing.png new file mode 100644 index 00000000..c5e3e0bc Binary files /dev/null and b/img/performance_renders/PerformanceImpactofAnti-Aliasing.png differ diff --git a/img/performance_renders/PerformanceImpactofSortingRaysByMaterial.png b/img/performance_renders/PerformanceImpactofSortingRaysByMaterial.png new file mode 100644 index 00000000..2e381325 Binary files /dev/null and b/img/performance_renders/PerformanceImpactofSortingRaysByMaterial.png differ diff --git a/img/performance_renders/aax2.png b/img/performance_renders/aax2.png new file mode 100644 index 00000000..a51f7f6e Binary files /dev/null and b/img/performance_renders/aax2.png differ diff --git a/img/performance_renders/cornell.2021-10-07_22-29-50z.1samp.png b/img/performance_renders/cornell.2021-10-07_22-29-50z.1samp.png new file mode 100644 index 00000000..817a1bf3 Binary files /dev/null and b/img/performance_renders/cornell.2021-10-07_22-29-50z.1samp.png differ diff --git a/img/performance_renders/cornell.2021-10-07_22-31-15z.1samp.png b/img/performance_renders/cornell.2021-10-07_22-31-15z.1samp.png new file mode 100644 index 00000000..334e4247 Binary files /dev/null and b/img/performance_renders/cornell.2021-10-07_22-31-15z.1samp.png differ diff --git a/img/performance_renders/no_aa.png b/img/performance_renders/no_aa.png new file mode 100644 index 00000000..eee55b23 Binary files /dev/null and b/img/performance_renders/no_aa.png differ diff --git a/img/performance_renders/scale4BB.png b/img/performance_renders/scale4BB.png new file mode 100644 index 00000000..c238deaf Binary files /dev/null and b/img/performance_renders/scale4BB.png differ diff --git a/img/performance_renders/scaleHalfBB.png b/img/performance_renders/scaleHalfBB.png new file mode 100644 index 00000000..2c2495fa Binary files /dev/null and b/img/performance_renders/scaleHalfBB.png differ diff --git a/img/performance_renders/sortMats5000it8depth.png b/img/performance_renders/sortMats5000it8depth.png new file mode 100644 index 00000000..2d8234ef Binary files /dev/null and b/img/performance_renders/sortMats5000it8depth.png differ diff --git a/img/skeletonLamp5000samples.png b/img/skeletonLamp5000samples.png new file mode 100644 index 00000000..fc0259cf Binary files /dev/null and b/img/skeletonLamp5000samples.png differ diff --git a/scenes/cornell.txt b/scenes/cornell.txt index 83ff8202..54773cca 100644 --- a/scenes/cornell.txt +++ b/scenes/cornell.txt @@ -48,6 +48,26 @@ REFR 0 REFRIOR 0 EMITTANCE 0 +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + // Camera CAMERA RES 800 800 @@ -66,7 +86,7 @@ cube material 0 TRANS 0 10 0 ROTAT 0 0 0 -SCALE 3 .3 3 +SCALE 4 .3 4 // Floor OBJECT 1 @@ -87,7 +107,7 @@ SCALE .01 10 10 // Back wall OBJECT 3 cube -material 1 +material 6 TRANS 0 5 -5 ROTAT 0 90 0 SCALE .01 10 10 @@ -109,9 +129,26 @@ ROTAT 0 0 0 SCALE .01 10 10 // Sphere +//OBJECT 6 +//sphere +//material 1 +//TRANS 0 4 -1 +//ROTAT 0 0 0 +//SCALE 6 6 6 + +// cube +//OBJECT 6 +//cube +//material 1 +//TRANS -0.0 4 1 +//ROTAT 0 0 45 +//SCALE 3 3 3 + +// mesh OBJECT 6 -sphere -material 4 -TRANS -1 4 -1 -ROTAT 0 0 0 -SCALE 3 3 3 +mesh +material 1 +FILENAME ../objs/lamp.obj +TRANS 0 2 -5 +ROTAT 0 90 0 +SCALE 0.5 0.5 0.5 diff --git a/scenes/cow.txt b/scenes/cow.txt new file mode 100644 index 00000000..1b3e9e35 --- /dev/null +++ b/scenes/cow.txt @@ -0,0 +1,194 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Emissive material blue +MATERIAL 7 +RGB 0.1 0.7 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 7 + +// Emissive material pink +MATERIAL 8 +RGB 1 0.2 0.2 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 7 + +// Transmissive white +MATERIAL 9 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.333 +EMITTANCE 0 + +// Transmissive white +MATERIAL 10 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.07 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 4 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 7 +TRANS 3 10 3 +ROTAT 0 0 0 +SCALE 3 .3 3 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 15 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 15 10 + +// Back wall +OBJECT 3 +cube +material 6 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 15 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -7.5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 7.5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +mesh +material 1 +FILENAME ../objs/eb_house_plant_02.obj +TRANS 0 0 0 +ROTAT 0 90 0 +SCALE 0.2 0.2 0.2 + +// Back wall +OBJECT 7 +cube +material 6 +TRANS 0 5 11 +ROTAT 0 90 0 +SCALE .01 10 15 + +// Ceiling light +OBJECT 8 +cube +material 8 +TRANS -3 10 3 +ROTAT 0 0 0 +SCALE 3 .3 3 diff --git a/scenes/dof.txt b/scenes/dof.txt new file mode 100644 index 00000000..e0862817 --- /dev/null +++ b/scenes/dof.txt @@ -0,0 +1,153 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 1200 1200 +FOVY 45 +ITERATIONS 10000 +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 8 .3 8 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 20 .01 20 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 20 20 + +// Back wall +OBJECT 3 +cube +material 6 +TRANS 0 5 -10 +ROTAT 0 90 0 +SCALE .01 10 20 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -10 5 0 +ROTAT 0 0 0 +SCALE .01 10 20 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 10 5 0 +ROTAT 0 0 0 +SCALE .01 10 20 + +// Sphere +OBJECT 6 +sphere +material 1 +TRANS -5 4 3 +ROTAT 0 0 0 +SCALE 4 4 4 + +// Sphere +OBJECT 7 +sphere +material 1 +TRANS -1 4 -1 +ROTAT 0 0 0 +SCALE 4 4 4 + +// Sphere +OBJECT 8 +sphere +material 1 +TRANS 5 4 -5 +ROTAT 0 0 0 +SCALE 4 4 4 diff --git a/scenes/lamp.txt b/scenes/lamp.txt new file mode 100644 index 00000000..e106de2c --- /dev/null +++ b/scenes/lamp.txt @@ -0,0 +1,445 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.333 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 2 +ROTAT 0 0 0 +SCALE 5 .3 5 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 100 .01 100 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 100 100 + +// MIDDLE PANEL +// Back wall +OBJECT 3 +cube +material 1 +TRANS 0 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 4 +cube +material 2 +TRANS 0 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 5 +cube +material 3 +TRANS 0 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 6 +cube +material 6 +TRANS 0 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 7 +cube +material 1 +TRANS 0 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +//LEFT OF MIDDLE PANEL +// Back wall +OBJECT 8 +cube +material 2 +TRANS -2 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 9 +cube +material 3 +TRANS -2 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 10 +cube +material 6 +TRANS -2 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 11 +cube +material 1 +TRANS -2 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 12 +cube +material 2 +TRANS -2 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// TWO LEFT OF MIDDLE PANEL +// Back wall +OBJECT 13 +cube +material 3 +TRANS -4 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 14 +cube +material 6 +TRANS -4 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 15 +cube +material 1 +TRANS -4 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 16 +cube +material 2 +TRANS -4 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 17 +cube +material 3 +TRANS -4 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// THREE LEFT OF MIDDLE PANEL +// Back wall +OBJECT 18 +cube +material 6 +TRANS -6 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 19 +cube +material 1 +TRANS -6 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 20 +cube +material 2 +TRANS -6 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 21 +cube +material 3 +TRANS -6 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 22 +cube +material 6 +TRANS -6 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// FOUR LEFT OF MIDDLE PANEL +// Back wall +OBJECT 23 +cube +material 1 +TRANS -8 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 24 +cube +material 2 +TRANS -8 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 25 +cube +material 3 +TRANS -8 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 26 +cube +material 6 +TRANS -8 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 27 +cube +material 1 +TRANS -8 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +//////////////////////////////////////////////////////////////// + +//RIGHT OF MIDDLE PANEL +// Back wall +OBJECT 23 +cube +material 2 +TRANS 2 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 24 +cube +material 3 +TRANS 2 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 25 +cube +material 6 +TRANS 2 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 26 +cube +material 1 +TRANS 2 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 27 +cube +material 2 +TRANS 2 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// TWO RIGHT OF MIDDLE PANEL +// Back wall +OBJECT 28 +cube +material 3 +TRANS 4 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 29 +cube +material 6 +TRANS 4 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 30 +cube +material 1 +TRANS 4 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 31 +cube +material 2 +TRANS 4 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 32 +cube +material 3 +TRANS 4 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// THREE RIGHT OF MIDDLE PANEL +// Back wall +OBJECT 33 +cube +material 6 +TRANS 6 1 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 34 +cube +material 1 +TRANS 6 3 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 35 +cube +material 2 +TRANS 6 5 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 36 +cube +material 3 +TRANS 6 7 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +// Back wall +OBJECT 37 +cube +material 6 +TRANS 6 9 -1 +ROTAT 0 90 0 +SCALE .01 2 2 + +//////////////////////////////////////////////////////////// + +// mesh +OBJECT 38 +sphere +material 5 +TRANS 0 4 2 +ROTAT 0 0 0 +SCALE 3 3 3 diff --git a/scenes/materials.txt b/scenes/materials.txt new file mode 100644 index 00000000..e96451f2 --- /dev/null +++ b/scenes/materials.txt @@ -0,0 +1,177 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 4 .3 4 + +// 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 6 +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 + +// Sphere middle low +OBJECT 6 +sphere +material 1 +TRANS 0 2 0 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere middle high +OBJECT 7 +sphere +material 4 +TRANS 0 6 0 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere left low +OBJECT 8 +sphere +material 5 +TRANS -3 2 0 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere left high +OBJECT 9 +sphere +material 1 +TRANS -3 6 0 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere right low +OBJECT 10 +sphere +material 4 +TRANS 3 2 0 +ROTAT 0 0 0 +SCALE 2 2 2 + +// Sphere right high +OBJECT 11 +sphere +material 5 +TRANS 3 6 0 +ROTAT 0 0 0 +SCALE 2 2 2 diff --git a/scenes/materials48.txt b/scenes/materials48.txt new file mode 100644 index 00000000..c763d64c --- /dev/null +++ b/scenes/materials48.txt @@ -0,0 +1,225 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 10 0 +ROTAT 0 0 0 +SCALE 4 .3 4 + +// 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 6 +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 + +// Sphere middle 1st row +OBJECT 6 +sphere +material 1 +TRANS 0 0.5 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 2nd row +OBJECT 7 +sphere +material 1 +TRANS 0 2.0 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 3rd row +OBJECT 8 +sphere +material 5 +TRANS 0 3.5 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 4th row +OBJECT 9 +sphere +material 4 +TRANS 0 5.0 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 5th row +OBJECT 10 +sphere +material 1 +TRANS 0 6.5 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 6th row +OBJECT 11 +sphere +material 4 +TRANS 0 8.0 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere 1st col, 1st row +OBJECT 12 +sphere +material 1 +TRANS 0 0.5 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 2nd row +OBJECT 7 +sphere +material 1 +TRANS 0 2.0 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 3rd row +OBJECT 8 +sphere +material 1 +TRANS 0 3.5 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 4th row +OBJECT 9 +sphere +material 1 +TRANS 0 5.0 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 5th row +OBJECT 10 +sphere +material 1 +TRANS 0 6.5 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 + +// Sphere middle 6th row +OBJECT 11 +sphere +material 4 +TRANS 0 8.0 0 +ROTAT 0 0 0 +SCALE 0.1 0.1 0.1 \ No newline at end of file diff --git a/scenes/mirrors.txt b/scenes/mirrors.txt new file mode 100644 index 00000000..a144238e --- /dev/null +++ b/scenes/mirrors.txt @@ -0,0 +1,214 @@ +// Blue Emissive material (light) +MATERIAL 0 +RGB 1.0 0.5 0.1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 10 + +// White Emissive material (light) +MATERIAL 1 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 1.5 + +// Diffuse white +MATERIAL 2 +RGB .98 .95 .95 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse dark blue +MATERIAL 3 +RGB .08 .12 .3 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 4 +RGB .85 .35 .35 +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 + +// Transmissive white +MATERIAL 6 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 7 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Teal Emissive material (light) +MATERIAL 8 +RGB 0.1 0.8 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 1.5 + +// Camera +CAMERA +RES 1200 1200 +FOVY 45 +ITERATIONS 5000 +DEPTH 8 +FILE cornell +EYE 0.0 5 4.4 +LOOKAT 0 5 0 +UP 0 1 0 + + +// Ceiling light +OBJECT 0 +cube +material 1 +TRANS 0 10 1 +ROTAT 0 0 0 +SCALE 2.5 .3 2.5 + +// Floor +OBJECT 1 +cube +material 2 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 10 .01 10 + +// Ceiling +OBJECT 2 +cube +material 2 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 10 10 + +// Back wall +OBJECT 3 +cube +material 5 +TRANS 0 5 -2 +ROTAT 0 85 0 +SCALE .01 10 10 + +// Left wall +OBJECT 4 +cube +material 3 +TRANS -4 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 2 +TRANS 4 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// lamp light 1 +OBJECT 6 +sphere +material 0 +TRANS -3 4.35 0 +ROTAT 0 0 0 +SCALE 0.5 0.5 0.5 + +// lamp light 2 +OBJECT 7 +sphere +material 0 +TRANS -0.1 4.35 0 +ROTAT 0 0 0 +SCALE 0.5 0.5 0.5 + +// mesh +OBJECT 8 +mesh +material 6 +FILENAME ../objs/lamp.obj +TRANS -1.5 2 0 +ROTAT 0 90 0 +SCALE 1 1 1 + +// cube +//OBJECT 8 +//cube +//material 2 +//TRANS -2.5 1 3 +//ROTAT 0 0 0 +//SCALE 2 3 2 + +// Back wall behind camera +OBJECT 9 +cube +material 5 +TRANS 0 5 4.5 +ROTAT 0 95 0 +SCALE .01 10 10 + +// Right wall +OBJECT 10 +cube +material 8 +TRANS 4 5 0 +ROTAT 0 0 0 +SCALE .02 2 10 + +// Right wall +OBJECT 11 +cube +material 8 +TRANS 4 8 0 +ROTAT 0 0 0 +SCALE .02 2 10 + +// Right wall +OBJECT 12 +cube +material 8 +TRANS 4 2 0 +ROTAT 0 0 0 +SCALE .02 2 10 diff --git a/scenes/refraction.txt b/scenes/refraction.txt new file mode 100644 index 00000000..26bbdfba --- /dev/null +++ b/scenes/refraction.txt @@ -0,0 +1,217 @@ +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 5 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB .35 .85 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB .98 .98 .98 +REFL 1 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Transmissive white +MATERIAL 5 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.5 +EMITTANCE 0 + +// Diffuse blue +MATERIAL 6 +RGB .5 .5 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Emissive material blue +MATERIAL 7 +RGB 0.1 0.7 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 2 + +// Emissive material pink +MATERIAL 8 +RGB 1 0.2 0.2 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 2 + +// Transmissive white +MATERIAL 9 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.333 +EMITTANCE 0 + +// Transmissive white +MATERIAL 10 +RGB .98 .98 .98 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 1 +REFRIOR 1.07 +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 4 .3 4 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 15 .01 10 + +// Ceiling +OBJECT 2 +cube +material 1 +TRANS 0 10 0 +ROTAT 0 0 90 +SCALE .01 15 10 + +// Back wall +OBJECT 3 +cube +material 6 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .01 10 15 + +// Left wall +OBJECT 4 +cube +material 2 +TRANS -7.5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Right wall +OBJECT 5 +cube +material 3 +TRANS 7.5 5 0 +ROTAT 0 0 0 +SCALE .01 10 10 + +// Sphere +OBJECT 6 +sphere +material 5 +TRANS 0 4 0 +ROTAT 0 0 0 +SCALE 3.5 3.5 3.5 + +// Back wall +OBJECT 7 +cube +material 7 +TRANS 0 5 -5 +ROTAT 0 90 0 +SCALE .02 1 15 + +// Back wall +OBJECT 8 +cube +material 8 +TRANS 0 8 -5 +ROTAT 0 90 0 +SCALE .02 1 15 + +// Back wall +OBJECT 9 +cube +material 8 +TRANS 0 2 -5 +ROTAT 0 90 0 +SCALE .02 1 15 + +// Sphere +OBJECT 10 +sphere +material 9 +TRANS -5 4 0 +ROTAT 0 0 0 +SCALE 3.5 3.5 3.5 + +// Sphere +OBJECT 11 +sphere +material 10 +TRANS 5 4 0 +ROTAT 0 0 0 +SCALE 3.5 3.5 3.5 \ No newline at end of file diff --git a/src/interactions.h b/src/interactions.h index f969e458..7ecc5938 100644 --- a/src/interactions.h +++ b/src/interactions.h @@ -41,6 +41,31 @@ glm::vec3 calculateRandomDirectionInHemisphere( + sin(around) * over * perpendicularDirection2; } +__host__ __device__ float getFresnelCoefficient(float eta, float cosTheta, float matIOF) { + // handle total internal reflection + float sinThetaI = sqrt(max(0.f, 1.f - cosTheta * cosTheta)); + float sinThetaT = eta * sinThetaI; + float fresnelCoeff = 1.f; + + cosTheta = abs(cosTheta); + if (sinThetaT < 1) { + // calc fresnel coefficient + /*float R0 = ((1.f - matIOF) / (1.f + matIOF)); + R0 = R0 * R0; + + float oneMinTheta = (1.f - cosTheta); + oneMinTheta *= oneMinTheta; + oneMinTheta *= oneMinTheta; + fresnelCoeff = R0 + (1.f - R0) * oneMinTheta;*/ + + float cosThetaT = sqrt(max(0.f, 1.f - sinThetaT * sinThetaT)); + + float rparl = ((matIOF * cosTheta) - (cosThetaT)) / ((matIOF * cosTheta) + (cosThetaT)); + float rperp = ((cosTheta) - (matIOF * cosThetaT)) / ((cosTheta) + (matIOF * cosThetaT)); + fresnelCoeff = (rparl * rparl + rperp * rperp) / 2.0; + } + return fresnelCoeff; +} /** * Scatter a ray with some probabilities according to the material properties. * For example, a diffuse surface scatters in a cosine-weighted hemisphere. @@ -73,7 +98,44 @@ void scatterRay( glm::vec3 normal, const Material &m, thrust::default_random_engine &rng) { - // TODO: implement this. - // A basic implementation of pure-diffuse shading will just call the - // calculateRandomDirectionInHemisphere defined above. + + glm::vec3 newDir; + // QUESTION: should we worry about this now? cornell.txt doesn't have two materials, right? + // specular surface + if (m.hasReflective) { + newDir = glm::reflect(pathSegment.ray.direction, normal); + } + else if (m.hasRefractive) { + const glm::vec3& wi = pathSegment.ray.direction; + + float cosTheta = dot(normal, wi); + + // incoming direction should be opposite normal direction if entering medium + bool entering = cosTheta < 0; + glm::vec3 faceForwardN = !entering ? -normal : normal; + + // if entering, divide air iof (1.0) by the medium's iof + float eta = entering ? 1.f / m.indexOfRefraction : m.indexOfRefraction; + float fresnelCoeff = getFresnelCoefficient(eta, cosTheta, m.indexOfRefraction); + + thrust::uniform_real_distribution u01(0, 1); + if (u01(rng) < fresnelCoeff) { + newDir = glm::normalize(glm::reflect(pathSegment.ray.direction, normal)); + } + else { + newDir = glm::normalize(glm::refract(wi, faceForwardN, eta)); + } + + pathSegment.ray.origin = intersect + 0.001f * pathSegment.ray.direction; + pathSegment.ray.direction = newDir; + return; + + } + // diffuse surface + else { + newDir = calculateRandomDirectionInHemisphere(normal, rng); + } + + pathSegment.ray.origin = intersect; + pathSegment.ray.direction = newDir; } diff --git a/src/intersections.h b/src/intersections.h index b1504071..9be70955 100644 --- a/src/intersections.h +++ b/src/intersections.h @@ -2,10 +2,12 @@ #include #include - +#include #include "sceneStructs.h" #include "utilities.h" +#define USE_BB false + /** * Handy-dandy hash function that provides seeds for random number generation. */ @@ -142,3 +144,83 @@ __host__ __device__ float sphereIntersectionTest(Geom sphere, Ray r, return glm::length(r.origin - intersectionPoint); } + + +__host__ __device__ glm::vec3 getNormal(glm::vec3 p1, glm::vec3 p2, glm::vec3 p3) { + glm::vec3 v1 = p2 - p1; + glm::vec3 v2 = p3 - p1; + return glm::normalize(glm::cross(v1, v2)); +} + +__host__ __device__ float meshIntersectionTest(Geom mesh, Ray r, + glm::vec3& intersectionPoint, glm::vec3& normal, bool& outside, Triangle* triangles){ + // NOTE: transforming the ray caused bugs -- instead transformed the triangles + + // create bounding box and test for intersection + int intersectsBB = 0; + + if (USE_BB) { + Geom box; + box.type = CUBE; + box.transform = mesh.boundingBox.transform; + box.inverseTransform = mesh.boundingBox.inverseTransform; + box.invTranspose = mesh.boundingBox.invTranspose; + + intersectsBB = boxIntersectionTest(box, r, intersectionPoint, normal, outside); + } + + // if intersects the bounding box, check against each triangle + if (intersectsBB != -1) { + + glm::vec3 tmp_isect_pt; + float tmin = -1e38f; + float tmax = -1e38f; + glm::vec3 tmin_n; + glm::vec3 tmax_n; + + for (int i = 0; i < mesh.numTriangles; i++) { + + + Triangle tri = triangles[i]; + + glm::vec3 newPt1 = multiplyMV(mesh.transform, glm::vec4(tri.p1, 1.0)); + glm::vec3 newPt2 = multiplyMV(mesh.transform, glm::vec4(tri.p2, 1.0)); + glm::vec3 newPt3 = multiplyMV(mesh.transform, glm::vec4(tri.p3, 1.0)); + + // check if ray intersects triangle + bool intersects = glm::intersectRayTriangle(r.origin, r.direction, newPt1, newPt2, newPt3, tmp_isect_pt); + + if (!intersects) { + continue; + } + + // if this t value is less than tmin, replace + float t = glm::length(r.origin - tmp_isect_pt); + + glm::vec3 n = getNormal(newPt1, newPt2, newPt3); + + if (t > tmax) { + tmax = t; + tmax_n = n; + } + if (i == 0 || t < tmin) { + tmin = t; + tmin_n = n; + } + } + + if (tmin <= 0) { + tmin = tmax; + tmin_n = tmax_n; + } + + if (tmin > 0) { + // transform ray back to find the intersection point + intersectionPoint = getPointOnRay(r, tmin); + normal = tmin_n; + return glm::length(r.origin - intersectionPoint); + } + } + + return -1; +} diff --git a/src/main.cpp b/src/main.cpp index fe8e85ec..91d5495d 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -70,7 +70,10 @@ int main(int argc, char** argv) { init(); // GLFW main loop - mainLoop(); + std::clock_t start; + start = std::clock(); + + mainLoop(start); return 0; } @@ -98,7 +101,7 @@ void saveImage() { //img.saveHDR(filename); // Save a Radiance HDR file } -void runCuda() { +void runCuda(std::clock_t start) { if (camchanged) { iteration = 0; Camera &cam = renderState->camera; @@ -142,6 +145,8 @@ void runCuda() { saveImage(); pathtraceFree(); cudaDeviceReset(); + float duration = (std::clock() - start) / (double)CLOCKS_PER_SEC; + std::cout << "Render time: " << duration << '\n'; exit(EXIT_SUCCESS); } } diff --git a/src/main.h b/src/main.h index fdb7d5d1..5c7634b4 100644 --- a/src/main.h +++ b/src/main.h @@ -32,7 +32,7 @@ extern int iteration; extern int width; extern int height; -void runCuda(); +void runCuda(std::clock_t start); void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); void mousePositionCallback(GLFWwindow* window, double xpos, double ypos); void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods); diff --git a/src/pathtrace.cu b/src/pathtrace.cu index 056e1467..555b84f0 100644 --- a/src/pathtrace.cu +++ b/src/pathtrace.cu @@ -4,6 +4,7 @@ #include #include #include +#include #include "sceneStructs.h" #include "scene.h" @@ -13,12 +14,20 @@ #include "pathtrace.h" #include "intersections.h" #include "interactions.h" +#include #define ERRORCHECK 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) { + +#define SORT_MATERIALS false +#define CACHE_FIRST_BOUNCE false +#define DOF false +#define FOCAL_LEN 6.7f +#define ANTIALIASING false + +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; @@ -67,25 +76,40 @@ __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; +static thrust::device_ptr dev_thrust_alive_paths = NULL; +static PathSegment** dev_alive_paths = NULL; +static PathSegment* dev_first_paths = NULL; +static Triangle* dev_triangles = NULL; + // TODO: static variables for device memory, any extra info you need, etc // ... -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)); cudaMemset(dev_image, 0, pixelcount * sizeof(glm::vec3)); cudaMalloc(&dev_paths, pixelcount * sizeof(PathSegment)); + cudaMalloc(&dev_first_paths, pixelcount * sizeof(PathSegment)); + cudaMalloc(&dev_alive_paths, pixelcount * sizeof(PathSegment*)); + dev_thrust_alive_paths = thrust::device_ptr(dev_alive_paths); + + for (int i = 0; i < scene->geoms.size(); i++) { + if (scene->geoms[i].type == MESH) { + cudaMalloc(&dev_triangles, scene->geoms[i].numTriangles * sizeof(Triangle)); + cudaMemcpy(dev_triangles, scene->geoms[i].triangles, scene->geoms[i].numTriangles * sizeof(Triangle), cudaMemcpyHostToDevice); + } + } cudaMalloc(&dev_geoms, scene->geoms.size() * sizeof(Geom)); cudaMemcpy(dev_geoms, scene->geoms.data(), scene->geoms.size() * sizeof(Geom), cudaMemcpyHostToDevice); @@ -119,26 +143,70 @@ void pathtraceFree() { * motion blur - jitter rays "in time" * lens effect - jitter ray origin positions based on a lens */ -__global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, PathSegment* pathSegments) +__global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, PathSegment* pathSegments, PathSegment** aliveSegments) { int x = (blockIdx.x * blockDim.x) + threadIdx.x; int y = (blockIdx.y * blockDim.y) + threadIdx.y; if (x < cam.resolution.x && y < cam.resolution.y) { int index = x + (y * cam.resolution.x); - PathSegment & segment = pathSegments[index]; + PathSegment& segment = pathSegments[index]; + aliveSegments[index] = &segment; - segment.ray.origin = cam.position; - segment.color = glm::vec3(1.0f, 1.0f, 1.0f); + thrust::default_random_engine rng = makeSeededRandomEngine(iter, x, y); + thrust::uniform_real_distribution u01(0, 1); - // TODO: 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) - ); + // calculate the ray origin + if (DOF) { + float aperture = 2.0; + float sampleX = u01(rng); + float sampleY = u01(rng); + + // warp pt to disk + float r = sqrt(sampleX); + float theta = 2 * 3.14159 * sampleY; + glm::vec2 res = glm::vec2(cos(theta), sin(theta)) * r; + + segment.ray.origin = cam.position + glm::vec3(res.x, res.y, 0) * aperture; + } + else { + segment.ray.origin = cam.position; + } + if (ANTIALIASING) { + float rand1 = u01(rng); + float rand2 = u01(rng); + + x = x + rand1 * 2.0; + y = y + rand2 * 2.0; + } + + // calculate the ray direction + if (DOF) { + float focalLen = FOCAL_LEN; + float angle = glm::radians(cam.fov.y); + float aspect = ((float)cam.resolution.x / (float)cam.resolution.y); + float ndc_x = 1.f - ((float)x / cam.resolution.x) * 2.f; + float ndc_y = 1.f - ((float)y / cam.resolution.x) * 2.f; + + glm::vec3 ref = cam.position + cam.view * focalLen; + glm::vec3 H = tan(angle) * focalLen * cam.right * aspect; + glm::vec3 V = tan(angle) * focalLen * cam.up; + glm::vec3 target_pt = ref + V * ndc_y + H * ndc_x; + segment.ray.direction = normalize(target_pt - segment.ray.origin); + } + else { + segment.ray.direction = glm::normalize(cam.view + - cam.right * cam.pixelLength.x * ((float)x - (float)cam.resolution.x * 0.5f) + - cam.up * cam.pixelLength.y * ((float)y - (float)cam.resolution.y * 0.5f) + ); + + } + + segment.color = glm::vec3(1.0f, 1.0f, 1.0f); segment.pixelIndex = index; segment.remainingBounces = traceDepth; + segment.terminated = false; } } @@ -149,17 +217,18 @@ __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 + , Triangle* triangles +) { int path_index = blockIdx.x * blockDim.x + threadIdx.x; if (path_index < num_paths) { - PathSegment pathSegment = pathSegments[path_index]; + PathSegment pathSegment = *pathSegments[path_index]; float t; glm::vec3 intersect_point; @@ -175,7 +244,7 @@ __global__ void computeIntersections( for (int i = 0; i < geoms_size; i++) { - Geom & geom = geoms[i]; + Geom& geom = geoms[i]; if (geom.type == CUBE) { @@ -185,6 +254,9 @@ __global__ void computeIntersections( { t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); } + else if (geom.type == MESH) { + t = meshIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside, triangles); + } // TODO: add more intersection tests here... triangle? metaball? CSG? // Compute the minimum t from the intersection tests to determine what @@ -201,6 +273,7 @@ __global__ void computeIntersections( if (hit_geom_index == -1) { intersections[path_index].t = -1.0f; + //pathSegment.remainingBounces = 0; } else { @@ -212,6 +285,7 @@ __global__ void computeIntersections( } } + // LOOK: "fake" shader demonstrating what you might do with the info in // a ShadeableIntersection, as well as how to use thrust's random number // generator. Observe that since the thrust random number generator basically @@ -221,52 +295,54 @@ __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 + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, pathSegments[idx]->remainingBounces); + 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; + pathSegments[idx]->terminated = true; + } + else { + // multiply by the albedo color + pathSegments[idx]->color *= materialColor; + + // find and set next ray direction + glm::vec3 intersectPt = getPointOnRay(pathSegments[idx]->ray, intersection.t); + scatterRay(*pathSegments[idx], intersectPt, intersection.surfaceNormal, material, rng); + pathSegments[idx]->remainingBounces -= 1; + } + // 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); + pathSegments[idx]->terminated = true; + } } - } } // 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; @@ -277,117 +353,120 @@ __global__ void finalGather(int nPaths, glm::vec3 * image, PathSegment * iterati } } +// terminates ray if its terminated flag is raised +struct terminateRay { + __host__ __device__ bool operator()(const PathSegment* ps) { + return !ps->terminated; + } +}; + +// compares materials for sorting +struct compMaterialID : public binary_function { + __host__ __device__ bool operator()(const ShadeableIntersection &isect1, const ShadeableIntersection &isect2) { + return isect1.materialId < isect2.materialId; + } +}; + /** * 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; + bool isFirstIter = iter == 1; // 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; - /////////////////////////////////////////////////////////////////////////// - - // Recap: - // * Initialize array of path rays (using rays that come out of the camera) - // * You can pass the Camera object to that kernel. - // * Each path ray must carry at minimum a (ray, color) pair, - // * where color starts as the multiplicative identity, white = (1, 1, 1). - // * This has already been done for you. - // * For each depth: - // * Compute an intersection in the scene for each path ray. - // A very naive version of this has been implemented for you, but feel - // free to add more primitives and/or a better algorithm. - // Currently, intersection distance is recorded as a parametric distance, - // t, or a "distance along the ray." t = -1.0 indicates no intersection. - // * Color is attenuated (multiplied) by reflections off of any object - // * TODO: Stream compact away all of the terminated paths. - // You may use either your implementation or `thrust::remove_if` or its - // cousins. - // * Note that you can't really use a 2D kernel launch any more - switch - // to 1D. - // * TODO: Shade the rays that intersected something or didn't bottom out. - // That is, color the ray by performing a color computation according - // to the shader, then generate a new ray to continue the ray path. - // We recommend just updating the ray's PathSegment in place. - // Note that this step may come before or after stream compaction, - // since some shaders you write may also cause a path to terminate. - // * Finally, add this iteration's results to the image. This has been done - // for you. - - // TODO: perform one iteration of path tracing - - generateRayFromCamera <<>>(cam, iter, traceDepth, dev_paths); + generateRayFromCamera << > > (cam, iter, traceDepth, dev_paths, dev_alive_paths); checkCUDAError("generate camera ray"); int depth = 0; PathSegment* dev_path_end = dev_paths + pixelcount; - int num_paths = dev_path_end - dev_paths; + int init_num_paths = dev_path_end - dev_paths; + int num_paths = init_num_paths; - // --- PathSegment Tracing Stage --- - // Shoot ray into scene, bounce between objects, push shading chunks + bool iterationComplete = false; + thrust::device_ptr endPtr(dev_alive_paths + pixelcount); + + // if not the first iteration, assume the paths have been cached, harvest + if (CACHE_FIRST_BOUNCE && !ANTIALIASING && !DOF && !isFirstIter) { + cudaMemcpy(dev_paths, dev_first_paths, pixelcount * sizeof(PathSegment), cudaMemcpyDeviceToDevice); + depth++; // start on second bounce now + } - 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_alive_paths + , dev_geoms + , hst_scene->geoms.size() + , dev_intersections + , dev_triangles + ); + checkCUDAError("trace one bounce"); + cudaDeviceSynchronize(); + depth++; + + // sort rays by material + if (SORT_MATERIALS) { + thrust::device_ptr sorted_paths(dev_alive_paths); + thrust::device_ptr sorted_isects(dev_intersections); + thrust::sort_by_key(sorted_isects, sorted_isects + num_paths, sorted_paths, compMaterialID()); + } - // 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. + // shade paths + shadeFakeMaterial << > > ( + iter, + num_paths, + dev_intersections, + dev_alive_paths, + dev_materials + ); + + // if first iteration, cache first bounce + if (CACHE_FIRST_BOUNCE && !ANTIALIASING && !DOF && isFirstIter && depth == 1) { + cudaMemcpy(dev_first_paths, dev_paths, pixelcount * sizeof(PathSegment), cudaMemcpyDeviceToDevice); + } + + // perform stream compaction + thrust::device_ptr newPathsEnd = thrust::partition(dev_thrust_alive_paths, endPtr, terminateRay()); + endPtr = newPathsEnd; + num_paths = endPtr - dev_thrust_alive_paths; + + // if reached max depth or if no paths remain, terminate iteration + if (depth == traceDepth || num_paths == 0) { + iterationComplete = true; + } } - // Assemble this iteration and apply it to the image - dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; - finalGather<<>>(num_paths, dev_image, dev_paths); + // Assemble this iteration and apply it to the image + dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; + finalGather << > > (init_num_paths, dev_image, dev_paths); /////////////////////////////////////////////////////////////////////////// // Send results to OpenGL buffer for rendering - sendImageToPBO<<>>(pbo, cam.resolution, iter, dev_image); + sendImageToPBO << > > (pbo, cam.resolution, iter, dev_image); // Retrieve image from GPU cudaMemcpy(hst_scene->state.image.data(), dev_image, - pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); + pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); checkCUDAError("pathtrace"); -} +} \ No newline at end of file diff --git a/src/preview.cpp b/src/preview.cpp index 4eb0bc13..18774c78 100644 --- a/src/preview.cpp +++ b/src/preview.cpp @@ -168,10 +168,10 @@ bool init() { return true; } -void mainLoop() { +void mainLoop(std::clock_t start) { while (!glfwWindowShouldClose(window)) { glfwPollEvents(); - runCuda(); + runCuda(start); string title = "CIS565 Path Tracer | " + utilityCore::convertIntToString(iteration) + " Iterations"; glfwSetWindowTitle(window, title.c_str()); diff --git a/src/preview.h b/src/preview.h index ecd75cd6..0878f856 100644 --- a/src/preview.h +++ b/src/preview.h @@ -4,4 +4,4 @@ extern GLuint pbo; std::string currentTimeString(); bool init(); -void mainLoop(); +void mainLoop(std::clock_t start); diff --git a/src/scene.cpp b/src/scene.cpp index 3fb6239a..36ad8e7c 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -1,12 +1,21 @@ +#define TINYOBJLOADER_IMPLEMENTATION // define this in only one .cc #include #include "scene.h" #include #include #include +#include "tiny_obj_loader.h" + +#define USE_BB false Scene::Scene(string filename) { cout << "Reading scene from " << filename << " ..." << endl; cout << " " << endl; + + // initialize triangle ptr list + this->trianglePtrs = std::vector>>(); + //this->trianglePtrs = vector>>(); + char* fname = (char*)filename.c_str(); fp_in.open(fname); if (!fp_in.is_open()) { @@ -32,12 +41,122 @@ Scene::Scene(string filename) { } } +bool Scene::loadObj(string filename, Geom& geom) { + + // bounding box + geom.boundingBox.minX = 10000000.f; + geom.boundingBox.maxX = 0.f; + geom.boundingBox.minY = 10000000.f; + geom.boundingBox.maxY = 0.f; + geom.boundingBox.minZ = 10000000.f; + geom.boundingBox.maxZ = 0.f; + + std::vector triangles; + + // read in mesh and construct bounding box + tinyobj::ObjReaderConfig reader_config; + reader_config.triangulate = true; + tinyobj::ObjReader reader; + + // read from file + if (!reader.ParseFromFile(filename, reader_config)) { + if (!reader.Error().empty()) { + std::cerr << "TinyObjReader: " << reader.Error(); + } + exit(1); + } + + if (!reader.Warning().empty()) { + std::cout << "TinyObjReader: " << reader.Warning(); + } + + auto& attrib = reader.GetAttrib(); + auto& shapes = reader.GetShapes(); + + // loop over shapes + for (size_t s = 0; s < shapes.size(); s++) { + + // loop over faces + size_t index_offset = 0; + for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { + + Triangle t; + std::vector pts; + std::vector nors; + //loop over verts + for (size_t v = 0; v < 3; v++) { + tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v]; + tinyobj::real_t vx = attrib.vertices[3 * size_t(idx.vertex_index) + 0]; + tinyobj::real_t vy = attrib.vertices[3 * size_t(idx.vertex_index) + 1]; + tinyobj::real_t vz = attrib.vertices[3 * size_t(idx.vertex_index) + 2]; + + // Check if `normal_index` is zero or positive. negative = no normal data + if (idx.normal_index >= 0) { + tinyobj::real_t nx = attrib.normals[3 * size_t(idx.normal_index) + 0]; + tinyobj::real_t ny = attrib.normals[3 * size_t(idx.normal_index) + 1]; + tinyobj::real_t nz = attrib.normals[3 * size_t(idx.normal_index) + 2]; + + nors.push_back(glm::vec3(nx, ny, nz)); + } + + // check against bounding box bounds + geom.boundingBox.minX = min(geom.boundingBox.minX, vx); + geom.boundingBox.maxX = max(geom.boundingBox.maxX, vx); + geom.boundingBox.minY = min(geom.boundingBox.minY, vy); + geom.boundingBox.maxY = max(geom.boundingBox.maxY, vy); + geom.boundingBox.minZ = min(geom.boundingBox.minZ, vz); + geom.boundingBox.maxZ = max(geom.boundingBox.maxZ, vz); + + pts.push_back(glm::vec3(vx, vy, vz)); + } + index_offset += 3; + t.p1 = glm::vec3(pts[0].x, pts[0].y, pts[0].z); + t.p2 = glm::vec3(pts[1].x, pts[1].y, pts[1].z); + t.p3 = glm::vec3(pts[2].x, pts[2].y, pts[2].z); + t.n1 = glm::vec3(nors[0].x, nors[0].y, nors[0].z); + t.n2 = glm::vec3(nors[1].x, nors[1].y, nors[1].z); + t.n3 = glm::vec3(nors[2].x, nors[2].y, nors[2].z); + triangles.push_back(t); + } + } + + // save unique ptr to triangle vector in scene + this->trianglePtrs.push_back(make_unique> (triangles)); + + // get raw ptr and save to geom + geom.triangles = &this->trianglePtrs[this->trianglePtrs.size() - 1].get()->front(); + geom.numTriangles = triangles.size(); + + return true; +} + +void calcBoundingBox(Geom& geom) { + // calc scale of bounding box in mesh's untransformed space + glm::vec3 bbScale(geom.boundingBox.maxX - geom.boundingBox.minX, + geom.boundingBox.maxY - geom.boundingBox.minY, + geom.boundingBox.maxZ - geom.boundingBox.minZ); + // bb scale assumes we are scaling uniformly -- translate so that it's placed correctly + glm::vec3 unitBox(0.5, 0.5, 0.5); + glm::vec3 bbTop(geom.boundingBox.maxX, geom.boundingBox.maxY, geom.boundingBox.maxZ); + glm::vec3 bbTrans = bbTop - unitBox * bbScale; + + // translate/scale resulting bounding box + bbScale *= geom.scale; + bbTrans += geom.translation; + + geom.boundingBox.transform = utilityCore::buildTransformationMatrix( + bbTrans, geom.rotation, bbScale); + geom.boundingBox.inverseTransform = glm::inverse(geom.boundingBox.transform); + geom.boundingBox.invTranspose = glm::inverseTranspose(geom.boundingBox.transform); +} + int Scene::loadGeom(string objectid) { int id = atoi(objectid.c_str()); if (id != geoms.size()) { cout << "ERROR: OBJECT ID does not match expected number of geoms" << endl; return -1; - } else { + } + else { cout << "Loading Geom " << id << "..." << endl; Geom newGeom; string line; @@ -48,10 +167,15 @@ int Scene::loadGeom(string objectid) { if (strcmp(line.c_str(), "sphere") == 0) { cout << "Creating new sphere..." << endl; newGeom.type = SPHERE; - } else if (strcmp(line.c_str(), "cube") == 0) { + } + else if (strcmp(line.c_str(), "cube") == 0) { cout << "Creating new cube..." << endl; newGeom.type = CUBE; } + else if (strcmp(line.c_str(), "mesh") == 0) { + cout << "Creating new mesh..." << endl; + newGeom.type = MESH; + } } //link material @@ -62,6 +186,21 @@ int Scene::loadGeom(string objectid) { cout << "Connecting Geom " << objectid << " to Material " << newGeom.materialid << "..." << endl; } + //link filename for obj + if (newGeom.type == MESH) { + utilityCore::safeGetline(fp_in, line); + if (!line.empty() && fp_in.good()) { + vector tokens = utilityCore::tokenizeString(line); + + if (strcmp(tokens[0].c_str(), "FILENAME") == 0) { + string filename = tokens[1].c_str(); + std::cout << "Reading obj file from " << filename << " ..." << endl; + + if (!loadObj(filename, newGeom)) return -1; + } + } + } + //load transformations utilityCore::safeGetline(fp_in, line); while (!line.empty() && fp_in.good()) { @@ -70,9 +209,11 @@ int Scene::loadGeom(string objectid) { //load tranformations if (strcmp(tokens[0].c_str(), "TRANS") == 0) { newGeom.translation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); - } else if (strcmp(tokens[0].c_str(), "ROTAT") == 0) { + } + else if (strcmp(tokens[0].c_str(), "ROTAT") == 0) { newGeom.rotation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); - } else if (strcmp(tokens[0].c_str(), "SCALE") == 0) { + } + else if (strcmp(tokens[0].c_str(), "SCALE") == 0) { newGeom.scale = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); } @@ -80,11 +221,19 @@ int Scene::loadGeom(string objectid) { } newGeom.transform = utilityCore::buildTransformationMatrix( - newGeom.translation, newGeom.rotation, newGeom.scale); + newGeom.translation, newGeom.rotation, newGeom.scale); newGeom.inverseTransform = glm::inverse(newGeom.transform); newGeom.invTranspose = glm::inverseTranspose(newGeom.transform); - geoms.push_back(newGeom); + // if mesh, set bounding box transformations + if (newGeom.type == MESH && USE_BB) { + calcBoundingBox(newGeom); + } + + //if (newGeom.type != MESH) { + geoms.push_back(newGeom); + //} + return 1; } } diff --git a/src/scene.h b/src/scene.h index f29a9171..8b2e43e2 100644 --- a/src/scene.h +++ b/src/scene.h @@ -16,11 +16,16 @@ class Scene { int loadMaterial(string materialid); int loadGeom(string objectid); int loadCamera(); + bool loadObj(string filename, Geom& geom); public: Scene(string filename); ~Scene(); std::vector geoms; std::vector materials; + // just need scene to own the unique ptrs + std::vector>> trianglePtrs; + // std::vector>> trianglePtrs; + //std::vector trianglesTest; RenderState state; }; diff --git a/src/sceneStructs.h b/src/sceneStructs.h index da4dbf30..c9feee7b 100644 --- a/src/sceneStructs.h +++ b/src/sceneStructs.h @@ -10,6 +10,7 @@ enum GeomType { SPHERE, CUBE, + MESH }; struct Ray { @@ -17,8 +18,28 @@ struct Ray { glm::vec3 direction; }; +struct Triangle { + glm::vec3 p1; + glm::vec3 p2; + glm::vec3 p3; + glm::vec3 n1; + glm::vec3 n2; + glm::vec3 n3; +}; + struct Geom { enum GeomType type; + struct { + float minX; + float minY; + float minZ; + float maxX; + float maxY; + float maxZ; + glm::mat4 transform; + glm::mat4 inverseTransform; + glm::mat4 invTranspose; + } boundingBox; int materialid; glm::vec3 translation; glm::vec3 rotation; @@ -26,6 +47,10 @@ struct Geom { glm::mat4 transform; glm::mat4 inverseTransform; glm::mat4 invTranspose; + + //glm::vec3* triangles; + Triangle* triangles; + int numTriangles; }; struct Material { @@ -64,6 +89,7 @@ struct PathSegment { glm::vec3 color; int pixelIndex; int remainingBounces; + bool terminated; }; // Use with a corresponding PathSegment to do: diff --git a/src/tiny_obj_loader.h b/src/tiny_obj_loader.h new file mode 100644 index 00000000..c5559a11 --- /dev/null +++ b/src/tiny_obj_loader.h @@ -0,0 +1,3365 @@ +/* +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