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#include "pathtracer.h"
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using namespace CGLA;
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path_tracer::path_tracer(int w, int h, bool explicit_direct, int subsamples)
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: tracer(w, h)
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{
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    explicit_direct_ = explicit_direct;
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    subsamples_ = subsamples;
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}
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CGLA::Vec3f path_tracer::trace(const ray& r, bool include_emitted)
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{
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    //intersect ray with
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    hit_info hi;
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    bool hit = scene_->intersect(r, hi);
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    if (!hit)
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        return Vec3f(0.f, 0.f, 0.f);
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    //Vec3f x, y, z = hi.shading_normal;
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    //orthogonal(z, x, y);
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    //return (Vec3f(hi.texcoords(0),hi.texcoords(1),0) + Vec3f(0.f)) / 1.f;
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    //only include emitted light if requested
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    CGLA::Vec3f Le(0.f);
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    if (include_emitted)
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        Le = hi.emitted;
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    //compute reflectance for each bsdf component
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    float rho_diffuse = intensity(hi.diffuse);
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    float rho_glossy = intensity(hi.glossy);
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    float rho_reflection = intensity(hi.reflection);
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    float rho_refraction = intensity(hi.refraction);
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    float rho_total = rho_diffuse+rho_glossy+rho_reflection+rho_refraction;
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    assert(rho_total < 1.f);
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    if (rho_total == 0.f)
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        return Le;
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    //compute direct lighting on hit point
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    CGLA::Vec3f Ld(0.f);
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    Vec3f wo = -r.direction;
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    if (explicit_direct_ && rho_diffuse+rho_glossy>0.f)
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    {
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        size_t nlums = scene_->luminaires();
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        for (size_t i=0; i<nlums; ++i)
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        {
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            const luminaire* lum = scene_->get_luminaire(i);
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            int samples = lum->samples();
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            Vec3f L(0.f);
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            for (int j=0; j<samples; ++j)
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            {
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                Vec3f Li, wi;
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                if (lum->sample(r, hi, Li, wi))
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                {
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                    float cost = std::max(dot(hi.shading_normal, wi),0.f);
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                    L += Li * cost * bsdf_evaluate(hi, wi, wo);
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                }
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                Ld += L / float(samples);
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            }
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        }
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    }
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    //use russian roulette to terminate path
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    float prussian = 1.f;
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    float rr = mt_random();
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    if (r.depth > 3)
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    {
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        prussian = rho_total;
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        if (rr >= prussian)
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            return Ld + Le;
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    }
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    //figure out which bXdf to sample
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    float pdiffuse = rho_diffuse/rho_total;
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    float pglossy = rho_glossy/rho_total;
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    float preflection = rho_reflection/rho_total;
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    float prefraction = rho_refraction/rho_total;
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    Vec3f wi;
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    float pwi;
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    Vec3f fs;
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    bool sample_emitted = !explicit_direct_;
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    if (rr <= pdiffuse)
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    {
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        //sample diffuse
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        float pwi = sample_lambertian(hi, wo, wi);
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        fs = lambertian_brdf(hi, wi, wo) / (pwi * pdiffuse * prussian);
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    }
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    else if (rr <= pdiffuse+pglossy)
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    {
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        //sample glossy part
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        float pwi = sample_phong(hi, wo, wi);
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        if (dot(hi.shading_normal, wi) <= 0.f)
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            return Le + Ld;
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        fs = phong_brdf(hi, wi, wo) / (pwi * pglossy * prussian);
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    }
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    else if (rr <= pdiffuse+pglossy+preflection)
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    {
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        //sample perfect specular reflection
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        wi = reflect(hi.shading_normal, wo);
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        pwi = 1.f;
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        float cost = dot(hi.shading_normal, wo);
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        fs = hi.reflection / (pwi * preflection * cost);
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        sample_emitted = true;
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    }
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    else if (rr <= pdiffuse+pglossy+preflection+prefraction)
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    {
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        //sample perfect specular refraction
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        bool not_tir = refract(hi.shading_normal, wo, 1.f/hi.ior, wi);
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        assert(not_tir);
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        pwi = 1.f;
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        float cost = std::abs(dot(hi.shading_normal, wi));
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        fs = hi.refraction / (pwi * prefraction * cost);
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        sample_emitted = true;
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    }
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    else
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        assert(false);
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    //create aux ray
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    ray s;
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    s.origin = hi.position + epsilon * wi;
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    s.direction = wi;
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    s.depth = r.depth + 1;
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    s.distance = std::numeric_limits<float>::infinity();
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    float cost = std::abs(dot(hi.shading_normal, wi));
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    Vec3f Li = cost * fs * trace(s, sample_emitted);
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    //returm sum of emitted + direct + indirect
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    return Le + Ld + Li;
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}
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Vec3f path_tracer::compute_pixel(int w, int h)
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{
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    assert(scene_);
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    //supersample
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    Vec3f L(0.f);
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    for (int j=0; j<subsamples_; ++j)
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    {
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        float y  = h + (j + 0.5f) / subsamples_;
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        for (int i=0; i<subsamples_; ++i)
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        {
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            float x  = w + (i + 0.5f) / subsamples_;
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            //ask camera for initial ray..
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            Vec2f uv(x/width_, y/height_);
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            ray r = scene_->get_camera()->generate(uv);
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            //trace ray
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            L += trace(r, true);
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        }
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    }
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    return L / float(subsamples_ * subsamples_);
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}
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//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007
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#if 0
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//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007
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//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007
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#include <stdlib.h>
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#include <stdlib.h>
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#include <GL/glut.h>
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#include <GL/glut.h>
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#include <CGLA/Vec2i.h>
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#include <CGLA/Vec2i.h>
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#include <CGLA/Vec3uc.h>
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#include <CGLA/Vec3uc.h>
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#include "scene.hpp"
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#include "scene.h"
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#include "camera.hpp"
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#include "camera.h"
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#include "mesh.hpp"
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#include "mesh.h"
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#include "omni.hpp"
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#include "omni.h"
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#include "matte.hpp"
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#include "matte.h"
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#include "plastic.hpp"
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#include "plastic.h"
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#include "metal.hpp"
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#include "metal.h"
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#include "glass.hpp"
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#include "glass.h"
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#include "path_tracer.hpp"
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#include "path_tracer.h"
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using namespace CGLA;
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using namespace CGLA;
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//global pointer to the active scene
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//global pointer to the active scene
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scene* current;
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scene* current;
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    delete current;
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    delete current;
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    delete renderer;
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    delete renderer;
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    return EXIT_SUCCESS;
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    return EXIT_SUCCESS;
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}
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}
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#endif