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-rw-r--r--tangle/LLBM/volumetric.h22
-rw-r--r--tangle/util/camera.h62
-rw-r--r--tangle/util/volumetric_example.h8
3 files changed, 52 insertions, 40 deletions
diff --git a/tangle/LLBM/volumetric.h b/tangle/LLBM/volumetric.h
index 312d0e8..5e5a18a 100644
--- a/tangle/LLBM/volumetric.h
+++ b/tangle/LLBM/volumetric.h
@@ -9,11 +9,7 @@ __device__ float2 getNormalizedScreenPos(float w, float h, float x, float y) {
);
}
-__device__ float3 getEyeRayDir(float2 screen_pos, float3 eye_pos, float3 eye_target) {
- const float3 forward = normalize(eye_target - eye_pos);
- const float3 right = normalize(cross(make_float3(0.f, 0.f, -1.f), forward));
- const float3 up = normalize(cross(forward, right));
-
+__device__ float3 getEyeRayDir(float2 screen_pos, float3 forward, float3 right, float3 up) {
return normalize(screen_pos.x*right + screen_pos.y*up + 4*forward);
}
@@ -43,8 +39,10 @@ struct VolumetricRenderConfig {
float brightness = 1;
float3 background = make_float3(22.f / 255.f);
- float3 eye_pos;
- float3 eye_dir;
+ float3 camera_position;
+ float3 camera_forward;
+ float3 camera_right;
+ float3 camera_up;
cudaSurfaceObject_t canvas;
uint2 canvas_size;
@@ -74,7 +72,7 @@ __global__ void raymarch(
}
const float2 screen_pos = getNormalizedScreenPos(config.canvas_size.x, config.canvas_size.y, x, y);
- const float3 ray_dir = getEyeRayDir(screen_pos, config.eye_pos, config.eye_pos + config.eye_dir);
+ const float3 ray_dir = getEyeRayDir(screen_pos, config.camera_forward, config.camera_right, config.camera_up);
float3 r = make_float3(0);
float a = 0;
@@ -82,13 +80,13 @@ __global__ void raymarch(
float tmin = 0;
float tmax = 4000;
- if (aabb(config.eye_pos, ray_dir, config.cuboid, tmin, tmax)) {
+ if (aabb(config.camera_position, ray_dir, config.cuboid, tmin, tmax)) {
float volume_dist = tmax - tmin;
- float3 geometry_pos = config.eye_pos + tmin*ray_dir;
+ float3 geometry_pos = config.camera_position + tmin*ray_dir;
float geometry_dist = approximateDistance(geometry, geometry_pos, ray_dir, 0, volume_dist);
geometry_pos += geometry_dist * ray_dir;
- float jitter = config.align_slices_to_view * (floor(fabs(dot(config.eye_dir, tmin*ray_dir)) / config.delta) * config.delta - tmin)
+ float jitter = config.align_slices_to_view * (floor(fabs(dot(config.camera_forward, tmin*ray_dir)) / config.delta) * config.delta - tmin)
+ config.apply_noise * config.delta * noiseFromTexture(config.noise, threadIdx.x, threadIdx.y);
tmin += jitter;
@@ -96,7 +94,7 @@ __global__ void raymarch(
geometry_dist -= jitter;
if (volume_dist > config.delta) {
- float3 sample_pos = config.eye_pos + tmin * ray_dir;
+ float3 sample_pos = config.camera_position + tmin * ray_dir;
unsigned n_samples = floor(geometry_dist / config.delta);
for (unsigned i=0; i < n_samples; ++i) {
sample_pos += config.delta * ray_dir;
diff --git a/tangle/util/camera.h b/tangle/util/camera.h
index 0a793d3..2b2c9ef 100644
--- a/tangle/util/camera.h
+++ b/tangle/util/camera.h
@@ -1,23 +1,28 @@
#include <cuda-samples/Common/helper_math.h>
#include "SFML/Window/Event.hpp"
+#include <glm/glm.hpp>
+#include <glm/gtc/quaternion.hpp>
+#include <glm/gtx/quaternion.hpp>
+#include <glm/common.hpp>
+
class Camera {
private:
- float _distance;
- float _phi;
- float _psi;
+ glm::quat _rotation;
+ glm::mat3 _matrix;
float3 _target;
- float3 _eye;
- float3 _direction;
+ float3 _position;
+ float3 _forward;
+ float3 _right;
+ float3 _up;
+ float _distance;
bool _dragging;
bool _moving;
float2 _lastMouse;
public:
- Camera(float3 target, float distance, float phi, float psi):
+ Camera(float3 target, float distance):
_distance(distance),
- _phi(phi),
- _psi(psi),
_target(target),
_dragging(false),
_moving(false) {
@@ -25,8 +30,14 @@ public:
}
void update() {
- _eye = _target + make_float3(_distance*sin(_psi)*cos(_phi), _distance*sin(_psi)*sin(_phi), _distance*cos(_psi));
- _direction = normalize(_target - _eye);
+ glm::vec3 position = _matrix * glm::vec3(0, _distance, 0);
+ _position = _target + make_float3(position[0], position[1], position[2]);
+ _forward = normalize(_target - _position);
+
+ glm::vec3 right = _matrix * glm::vec4(-1, 0, 0, 0);
+ _right = make_float3(right[0], right[1], right[2]);
+ glm::vec3 up = _matrix * glm::vec4(glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0)), 0);
+ _up = make_float3(up[0], up[1], up[2]);
}
void handle(sf::Event& event) {
@@ -55,32 +66,33 @@ public:
float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y);
float2 delta = mouse - _lastMouse;
_lastMouse = mouse;
- _phi += 0.4*delta.x * 2*M_PI/360;
- if (delta.y > 0 && _psi <= M_PI-2*M_PI/60) {
- _psi += 0.4*delta.y * M_PI/180;
- } else if (delta.y < 0 && _psi >= 2*M_PI/60) {
- _psi += 0.4*delta.y * M_PI/180;
- }
+
+ glm::quat rotation_z = glm::conjugate(_rotation) * glm::vec3(0,0,0.01*delta.x);
+ glm::quat rotation_x = glm::conjugate(_rotation) * glm::vec3(0.01*delta.y,0,0);
+
+ _matrix = _matrix * glm::mat3_cast(_rotation * glm::cross(rotation_x, rotation_z));
}
if (_moving) {
float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y);
float2 delta = mouse - _lastMouse;
_lastMouse = mouse;
- float3 forward = normalize(_target - _eye);
- float3 right = normalize(cross(make_float3(0.f, 0.f, -1.f), forward));
- float3 up = cross(right, forward);
- _target += 0.4*right*delta.x - 0.4*up*delta.y;
+ _target += 0.4*_right*delta.x + 0.4*_up*delta.y;
}
break;
}
update();
}
- float3 getDirection() const {
- return _direction;
+ float3 getPosition() const {
+ return _position;
}
-
- float3 getEyePosition() const {
- return _eye;
+ float3 getForward() const {
+ return _forward;
+ }
+ float3 getRight() const {
+ return _right;
+ }
+ float3 getUp() const {
+ return _up;
}
};
diff --git a/tangle/util/volumetric_example.h b/tangle/util/volumetric_example.h
index da5e4c4..cbcb2d2 100644
--- a/tangle/util/volumetric_example.h
+++ b/tangle/util/volumetric_example.h
@@ -24,7 +24,7 @@ int _samples_per_second = 30;
public:
VolumetricExample(descriptor::CuboidD<3> cuboid):
RenderWindow("LiterateLB"),
- _camera(make_float3(cuboid.nX/2,cuboid.nY/2,cuboid.nZ/2), cuboid.nX, M_PI/2, M_PI/2),
+ _camera(make_float3(cuboid.nX/2,cuboid.nY/2,cuboid.nZ/2), cuboid.nX),
_config(cuboid),
_palette(_config.palette),
_noise(_config.noise)
@@ -103,8 +103,10 @@ void run(TIMESTEP step) {
},
[&](sf::Event& event) {
_camera.handle(event);
- _config.eye_pos = _camera.getEyePosition();
- _config.eye_dir = _camera.getDirection();
+ _config.camera_position = _camera.getPosition();
+ _config.camera_forward = _camera.getForward();
+ _config.camera_right = _camera.getRight();
+ _config.camera_up = _camera.getUp();
_config.canvas_size = make_uint2(this->getRenderView().width, this->getRenderView().height);
}
);