Add Library

This commit is contained in:
Siwat Sirichai 2019-08-09 09:01:56 +07:00
parent e365b9dbd9
commit 3c47103b39
318 changed files with 56465 additions and 0 deletions

View file

@ -0,0 +1,151 @@
//cc by-sa 4.0 license
//bitluni
#pragma once
class Ray
{
public:
Ray(Vector pos, Vector dir)
:p(pos), d(dir)
{
}
Vector p;
Vector d;
};
class Raytracable
{
public:
float reflection;
Vector c;
Raytracable()
{
reflection = 0;
}
virtual bool intersection(Ray &ray, Vector &i, float &t) const = 0;
virtual Vector normal(Vector &i) const = 0;
virtual Vector color(Vector &p) const = 0;
};
class Sphere : public Raytracable
{
public:
float r;
float r2;
Vector p;
Sphere(Vector pos, float radius)
:p(pos),
r(radius),
r2(radius * radius)
{
}
virtual bool intersection(Ray &ray, Vector &i, float &t) const
{
Vector L = p - ray.p;
float tca = L.dot(ray.d);
if(tca < 0) return false;
float d2 = L.dot(L) - tca * tca;
if (d2 >= r2) return false;
float thc = Vector::sqrt(r2 - d2);
float ct = tca - thc;
if(t <= ct) return false;
t = ct;
i = ray.p + ray.d * ct;
return true;
}
virtual Vector normal(Vector &i) const
{
return (i - p) * (1.f / r);
}
virtual Vector color(Vector &p) const
{
return c;
}
};
class Checker : public Raytracable
{
public:
Checker()
{
}
virtual bool intersection(Ray &ray, Vector &i, float &t) const
{
if(ray.d[1] >= 0 || ray.p[1] <= 0) return false;
float ct = ray.p[1] / -ray.d[1];
if(ct >= t) return false;
i = Vector(ray.p[0] + ray.d[0] * ct, 0, ray.p[2] + ray.d[2] * ct);
t = ct;
return true;
}
virtual Vector normal(Vector &i) const
{
return Vector(0, 1, 0);
}
virtual Vector color(Vector &p) const
{
float c = ((int)p[0] + (int)p[2] + (p[0] >= 0 ? 1 : 0)) & 1;
return Vector(0.8 + 0.2 * c, c, c);
}
};
const float FAR = 10000;
Vector raytrace(Raytracable **objects, int count, Ray &r, Vector &light, int depth, Raytracable *self = 0)
{
if(depth == 0)
return Vector(0, 0, 0);
Vector i;
float t = FAR;
Raytracable *best = 0;
for(int n = 0; n < count; n++)
{
Raytracable *o = objects[n];
if(o != self && o->intersection(r, i, t))
best = o;
}
float fog = t * 0.02f;
float fc = 0.5f - (r.d[1] < 0 ? 0 : r.d[1]) * 0.5;
Vector fogc = Vector(fc, fc, 1.0f);
if(fog >= 1) return fogc;
if(!best)
{
return fogc;
}
Vector n = best->normal(i);
float l = light.dot(n) * 0.9;
if(l < 0)
l = 0;
else
{
Ray r2(i, light);
Vector i2;
float t2 = FAR;
for(int n = 0; n < count; n++)
{
Raytracable *o = objects[n];
if(o == best) continue;
if(o->intersection(r2, i2, t2))
{
l = 0;
break;
}
}
}
Vector c = (best->color(i) * (0.1f + l)) * (1 - fog) + fogc * fog;
if(best->reflection == 0)
return c;
float dn = r.d.dot(n);
float fr = (0.2f + (1+dn) * 0.8f) * best->reflection;
if(fr < 0) fr = 0;
Vector refl = r.d - n * (dn * 2);
Ray nr = Ray(i, refl);
//return Vector(fr, fr, fr);
c = raytrace(objects, count, nr, light, depth - 1, best) * fr + c * (1 - fr);
return c;
}

View file

@ -0,0 +1,90 @@
//A realtime raytraycer utilizing both cores of the ESP32. Please change the pin configuration in the setup if you are not using VGA v0.1 or the Black Edition shields.
//cc by-sa 4.0 license
//bitluni
#include <ESP32Lib.h>
#include <Ressources/Font6x8.h>
#include <math.h>
#include <Math/Matrix.h>
#include "Raytracer.h"
//VGA Device
VGA14Bit vga;
int taskData[2][3] =
{
{0, 0, 160},
{0, 160, 320}
};
static Sphere sphere(Vector(0, 0.5f, 0), 1);
static Sphere sphere2(Vector(1, 1.5f, 0.5), 0.5f);
static Checker checker;
static Raytracable *objects[] = {&sphere, &sphere2, &checker};
static Vector light = Vector(5, 4, -5);
void raytraceTask(void *param)
{
static Vector p(0, 1, -10);
int *data = (int*)param;
while(true)
{
while(!data[0]) delay(1);
for(int y = 0; y < 200; y++)
for(int x = data[1]; x < data[2]; x++)
{
Vector v(float(x - 160) * (1.f / 320), float(100 - y) * (1.f / 320), 1.f);
v.normalize();
Ray r(p, v);
Vector c = raytrace(objects, 3, r, light, 3);
vga.dotFast(x, y, vga.RGB(c[0] * 255, c[1] * 255, c[2] * 255));
}
data[0] = 0;
}
}
//initial setup
void setup()
{
//we need double buffering for smooth animations
vga.setFrameBufferCount(2);
//initializing i2s vga
//Pin presets are avaialable for: VGAv01, VGABlackEdition, VGAWhiteEdition, PicoVGA
//But you can also use custom pins. Check the other examples
vga.init(vga.MODE320x200, vga.VGABlackEdition);
//setting the font
vga.setFont(Font6x8);
light.normalize();
sphere.reflection = 0.4f;
sphere2.reflection = 0.5f;
checker.reflection = 0.2f;
sphere.c = Vector(0, 1, 0);
sphere2.c = Vector(1, 0, 1);
static uint8_t ucParameterToPass;
TaskHandle_t xHandle = NULL;
xTaskCreatePinnedToCore(raytraceTask, "Raytracer1", 2000, taskData[0], ( 2 | portPRIVILEGE_BIT ), &xHandle, 0);
xTaskCreatePinnedToCore(raytraceTask, "Raytracer2", 2000, taskData[1], ( 2 | portPRIVILEGE_BIT ), &xHandle, 1);
}
//the loop is done every frame
void loop()
{
taskData[0][0] = 1;
taskData[1][0] = 1;
//waiting for task to finish
while(taskData[0][0] || taskData[1][0]) delay(1);
sphere2.p.v[0] = sin(millis() * 0.0005f) * 2;
sphere2.p.v[2] = cos(millis() * 0.0005f) * 2;
sphere.p.v[1] = sphere2.p[0] * 0.3 + 1;
//setting the text cursor to the lower left corner of the screen
vga.setCursor(0, 0);
//setting the text color to white with opaque black background
vga.setTextColor(vga.RGB(0xffffff), vga.RGBA(0, 0, 0, 0));
//printing the fps
vga.print("ms/frame: ");
static long t = 0;
long ct = millis();
vga.print(ct - t);
t = ct;
vga.show();
}