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#include "raytracer/raytracer.h"
/**
* Extra credit -> Super Sampling
*/
const float SUPERSAMPLE_DISTANCE_FROM_CENTER = .25f; // note: max of .5f, unless overlapping with other pixels
bool SUPER_SAMPLE = false;
bool ADAPTIVE_SUPER_SAMPLING = false;
RGBA RayTracer::superSample(
glm::vec4 eyeCamera,
glm::vec4 pixelDirCamera,
const RayTraceScene &scene) {
// get the color value at value between center and four corners
float x_delta = SUPERSAMPLE_DISTANCE_FROM_CENTER / (scene.width());
float y_delta = SUPERSAMPLE_DISTANCE_FROM_CENTER / (scene.height());
// TL == TOP LEFT
// BR = BOTTOM RIGHT, not Battle Royale :)
glm::vec4 pixelTL = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x - x_delta, pixelDirCamera.y - y_delta, pixelDirCamera.z, 0.f),
scene);
glm::vec4 pixelTR = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x + x_delta, pixelDirCamera.y - y_delta, pixelDirCamera.z, 0.f),
scene);
glm::vec4 pixelBL = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x - x_delta, pixelDirCamera.y + y_delta, pixelDirCamera.z, 0.f),
scene);
glm::vec4 pixelBR = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x + x_delta, pixelDirCamera.y + y_delta, pixelDirCamera.z, 0.f),
scene);
if (!ADAPTIVE_SUPER_SAMPLING) {
return toRGBA((pixelTL + pixelTR + pixelBL + pixelBR) / 4.f);
}
// ADAPTIVE SUPER SAMPLING
// make the region from the center of pixel smaller until we hit something
RGBA nohit = {0, 0, 0, 0}; // just here to say that a is 0 if no hit...
float TRAVERSE_DISTANCE = .025f;
float num_pixels = 4.f;
if (pixelTL.a == 0) {
num_pixels--;
float smallerDist = SUPERSAMPLE_DISTANCE_FROM_CENTER - TRAVERSE_DISTANCE;
while (smallerDist < TRAVERSE_DISTANCE) {
float x_delta = smallerDist / (scene.width());
float y_delta = smallerDist / (scene.height());
pixelTL = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x - x_delta, pixelDirCamera.y - y_delta, pixelDirCamera.z, 0.f),
scene);
if (pixelTL.a != 0) {
num_pixels++;
break;
}
smallerDist -= TRAVERSE_DISTANCE;
}
}
if (pixelTR.a == 0) {
num_pixels--;
float smallerDist = SUPERSAMPLE_DISTANCE_FROM_CENTER - TRAVERSE_DISTANCE;
while (smallerDist < TRAVERSE_DISTANCE) {
float x_delta = smallerDist / (scene.width());
float y_delta = smallerDist / (scene.height());
pixelTR = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x - x_delta, pixelDirCamera.y - y_delta, pixelDirCamera.z, 0.f),
scene);
if (pixelTR.a != 0) {
num_pixels += 1;
break;
}
smallerDist -= TRAVERSE_DISTANCE;
}
}
if (pixelBL.a == 0) {
num_pixels--;
float smallerDist = SUPERSAMPLE_DISTANCE_FROM_CENTER - TRAVERSE_DISTANCE;
while (smallerDist < TRAVERSE_DISTANCE) {
float x_delta = smallerDist / (scene.width());
float y_delta = smallerDist / (scene.height());
pixelBL = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x - x_delta, pixelDirCamera.y - y_delta, pixelDirCamera.z, 0.f),
scene);
if (pixelBL.a != 0) {
num_pixels += 1;
break;
}
smallerDist -= TRAVERSE_DISTANCE;
}
}
if (pixelBR.a == 0) {
num_pixels--;
float smallerDist = SUPERSAMPLE_DISTANCE_FROM_CENTER - TRAVERSE_DISTANCE;
while (smallerDist < TRAVERSE_DISTANCE) {
float x_delta = smallerDist / (scene.width());
float y_delta = smallerDist / (scene.height());
pixelBR = getPixelFromRay(
eyeCamera,
glm::vec4(pixelDirCamera.x - x_delta, pixelDirCamera.y - y_delta, pixelDirCamera.z, 0.f),
scene);
if (pixelBR.a != 0) {
num_pixels += 1;
break;
}
smallerDist -= TRAVERSE_DISTANCE;
}
}
if (num_pixels == 0.f) {
return nohit;
}
return toRGBA((pixelTL + pixelTR + pixelBL + pixelBR) / num_pixels);
}
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