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authorsotech117 <michael_foiani@brown.edu>2023-12-13 00:51:26 -0500
committersotech117 <michael_foiani@brown.edu>2023-12-13 00:51:26 -0500
commitc6f2be2fed772f300c0cdfe59a4a8a2733d15574 (patch)
tree9006395c9d5d80e381cb626fcd0083da83d07fb9 /src
parentc6fde36de2d02e487d86e3d04393a1b9e1661d97 (diff)
fixing rays directions 4d
Diffstat (limited to 'src')
-rw-r--r--src/accelerate/myqtconcurrent.cpp2
-rw-r--r--src/raytracer/raytracer.cpp7
-rw-r--r--src/vec4ops/transform4d.cpp2
-rw-r--r--src/vec4ops/vec4ops.cpp9
4 files changed, 10 insertions, 10 deletions
diff --git a/src/accelerate/myqtconcurrent.cpp b/src/accelerate/myqtconcurrent.cpp
index 9f51cdd..259fba3 100644
--- a/src/accelerate/myqtconcurrent.cpp
+++ b/src/accelerate/myqtconcurrent.cpp
@@ -51,7 +51,7 @@ void RayTracer::renderParallel(RGBA *imageData, const RayTraceScene &scene)
float z = (imageDepth - scene.width()/2.f) * viewplaneDepth / scene.width();
glm::vec4 pWorld = Vec4Ops::transformPoint4(glm::vec4(0.f), camera.getViewMatrix(), camera.getTranslationVector());
- glm::vec4 dWorld = Vec4Ops::inverseTransformDir4(glm::vec4(x, y, z, -1.0), camera.getViewMatrix());
+ glm::vec4 dWorld = Vec4Ops::transformDir4(glm::vec4(x, y, z, -1.0), camera.getViewMatrix());
// get the pixel color
glm::vec4 pixelColor = getPixelFromRay(pWorld, dWorld, scene, 0);
diff --git a/src/raytracer/raytracer.cpp b/src/raytracer/raytracer.cpp
index 11876ab..6585e47 100644
--- a/src/raytracer/raytracer.cpp
+++ b/src/raytracer/raytracer.cpp
@@ -86,9 +86,10 @@ glm::vec4 RayTracer::getPixelFromRay(
float minDist = FINF;
// shoot a ray at each shape
for (const RenderShapeData &shape : scene.getShapes()) {
- glm::vec4 pObject = Vec4Ops::inverseTransformPoint4(pWorld, shape.inverseCTM, shape.translation4d);
- glm::vec4 dObject = glm::normalize(Vec4Ops::transformDir4(dWorld, shape.inverseCTM));
- std::cout << "pObject: " << pObject.w << std::endl;
+ glm::vec4 pObject = Vec4Ops::inverseTransformPoint4(pWorld, shape.inverseCTM, shape.inverseTranslation4d);
+ glm::vec4 dObject = glm::normalize(Vec4Ops::inverseTransformDir4(dWorld, shape.inverseCTM));
+// std::cout << "pObject: " << pObject.x << ", " << pObject.y << ", " << pObject.z << ", " << pObject.w << std::endl;
+// std::cout << "dObject: " << dObject.x << ", " << dObject.y << ", " << dObject.z << ", " << dObject.w << std::endl;
bool isHit = false;
glm::vec4 newIntersectionObj = findIntersection(pObject, dObject, shape, isHit);
if (!isHit) // no hit
diff --git a/src/vec4ops/transform4d.cpp b/src/vec4ops/transform4d.cpp
index 66ca8e3..48957f4 100644
--- a/src/vec4ops/transform4d.cpp
+++ b/src/vec4ops/transform4d.cpp
@@ -13,7 +13,7 @@ glm::vec4 Vec4Ops::transformPoint4(glm::vec4 point4, glm::mat4 transformDirecti
glm::vec4 Vec4Ops::inverseTransformPoint4(glm::vec4 point4, glm::mat4 inverseTransformDirectionMatrix, glm::vec4 inverseTranslationPointVector) {
// do the direction then translation
point4 += inverseTranslationPointVector;
- point4 = inverseTranslationPointVector * point4;
+ point4 = inverseTransformDirectionMatrix * point4;
return point4;
}
diff --git a/src/vec4ops/vec4ops.cpp b/src/vec4ops/vec4ops.cpp
index 9bd29e8..cf0900a 100644
--- a/src/vec4ops/vec4ops.cpp
+++ b/src/vec4ops/vec4ops.cpp
@@ -23,7 +23,6 @@ glm::vec4 Vec4Ops::cross4(
result[1] = -(u[0] * f) + (u[2] * c) - (u[3] * b);
result[2] = (u[0] * e) - (u[1] * c) + (u[3] * a);
result[3] = -(u[0] * d) + (u[1] * b) - (u[2] * a);
-
return result;
}
@@ -34,23 +33,23 @@ glm::vec4 Vec4Ops::dot4(
}
glm::mat4 Vec4Ops::getViewMatrix4(
- glm::vec4 upVector,
glm::vec4 lookVector,
+ glm::vec4 upVector,
glm::vec4 overVector) {
// start with the e3 basis vector, the normalized look vector
- glm::vec4 e3 = glm::normalize(lookVector);
+ glm::vec4 e3 = glm::normalize(-lookVector);
// calculate e0 basis vector, from the combinatory cross of up and over with e3
glm::vec4 e0 = cross4(upVector, overVector, e3);
e0 = glm::normalize(e0);
- if (glm::distance(e0, glm::vec4{0, 0, 0, 0}) < 0.0001f) {
+ if (glm::isnan(e0[0]) || glm::isnan(e0[1]) || glm::isnan(e0[2]) || glm::isnan(e0[3])) {
throw std::runtime_error("invalid up vector");
}
// calculate e1 basis vector, from the cross of only the over vector
glm::vec4 e1 = cross4(overVector, e3, e0);
e1 = glm::normalize(e1);
- if (glm::distance(e1, glm::vec4{0, 0, 0, 0}) < 0.0001f) {
+ if (glm::isnan(e1[0]) || glm::isnan(e1[1]) || glm::isnan(e1[2]) || glm::isnan(e1[3])) {
throw std::runtime_error("invalid over vector");
}