From 8493a2f6d5bc3fc163fb239d08ba5148327a2d4a Mon Sep 17 00:00:00 2001 From: Mario Luzeiro Date: Sun, 2 Oct 2016 02:10:37 +0100 Subject: [PATCH] Raytracing: implement textures based on normal perturbation Implement normal perturbation for black epoxy and color plastic. Fix some UI issues in 3D-Viewer (menu options was not proper saved or updated) --- .../3d_render_raytracing/PerlinNoise.cpp | 143 ++++++++++++++++++ .../3d_render_raytracing/PerlinNoise.h | 72 +++++++++ 2 files changed, 215 insertions(+) create mode 100644 3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.cpp create mode 100644 3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.h diff --git a/3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.cpp b/3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.cpp new file mode 100644 index 0000000000..41953795f5 --- /dev/null +++ b/3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.cpp @@ -0,0 +1,143 @@ +/* + * This program source code file is part of KiCad, a free EDA CAD application. + * + * Copyright (C) 2016 Mario Luzeiro + * Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, you may find one here: + * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html + * or you may search the http://www.gnu.org website for the version 2 license, + * or you may write to the Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA + */ + +/** + * @file PerlinNoise.h + * @brief This source code comes from the project: + * https://github.com/sol-prog/Perlin_Noise + * + * It was changed to work with floats instead of doubles + * + * Original copyright notice: + * + * Perlin_Noise + * Here you could find the code for "Perlin noise in C++11", for more informations visit the project webpage: + * http://solarianprogrammer.com/2012/07/18/perlin-noise-cpp-11/ + * You could use this program under the terms of GPL v3, for more details see: + * http://www.gnu.org/copyleft/gpl.html + * Copyright 2012 Sol from www.solarianprogrammer.com + */ + +#include "PerlinNoise.h" +#include +#include +#include +#include + +// THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE +// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/) +// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN + +// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION) + +// Initialize with the reference values for the permutation vector +PerlinNoise::PerlinNoise() +{ + + // Initialize the permutation vector with the reference values + p = { + 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142, + 8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117, + 35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71, + 134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41, + 55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89, + 18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226, + 250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182, + 189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, + 43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246, + 97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239, + 107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, + 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; + // Duplicate the permutation vector + p.insert(p.end(), p.begin(), p.end()); +} + +// Generate a new permutation vector based on the value of seed +PerlinNoise::PerlinNoise( unsigned int seed ) +{ + p.resize( 256 ); + + // Fill p with values from 0 to 255 + std::iota( p.begin(), p.end(), 0 ); + + // Initialize a random engine with seed + std::default_random_engine engine( seed ); + + // Suffle using the above random engine + std::shuffle( p.begin(), p.end(), engine ); + + // Duplicate the permutation vector + p.insert(p.end(), p.begin(), p.end()); +} + +float PerlinNoise::noise(float x, float y, float z) +{ + // Find the unit cube that contains the point + int X = (int) floor(x) & 255; + int Y = (int) floor(y) & 255; + int Z = (int) floor(z) & 255; + + // Find relative x, y,z of point in cube + x -= floor( x ); + y -= floor( y ); + z -= floor( z ); + + // Compute fade curves for each of x, y, z + float u = fade( x ); + float v = fade( y ); + float w = fade( z ); + + // Hash coordinates of the 8 cube corners + int A = p[X] + Y; + int AA = p[A] + Z; + int AB = p[A + 1] + Z; + int B = p[X + 1] + Y; + int BA = p[B] + Z; + int BB = p[B + 1] + Z; + + // Add blended results from 8 corners of cube + float res = lerp( w, lerp( v, lerp( u, grad( p[AA], x, y, z), grad(p[BA], x-1, y, z)), lerp(u, grad(p[AB], x, y-1, z), grad(p[BB], x-1, y-1, z))), lerp(v, lerp(u, grad(p[AA+1], x, y, z-1), grad(p[BA+1], x-1, y, z-1)), lerp(u, grad(p[AB+1], x, y-1, z-1), grad(p[BB+1], x-1, y-1, z-1)))); + return (res + 1.0)/2.0; +} + +float PerlinNoise::fade( float t ) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +float PerlinNoise::lerp( float t, float a, float b ) +{ + return a + t * (b - a); +} + +float PerlinNoise::grad( int hash, float x, float y, float z ) +{ + int h = hash & 15; + + // Convert lower 4 bits of hash inot 12 gradient directions + float u = h < 8 ? x : y, + v = h < 4 ? y : h == 12 || h == 14 ? x : z; + + return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); +} diff --git a/3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.h b/3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.h new file mode 100644 index 0000000000..9bbc38a884 --- /dev/null +++ b/3d-viewer/3d_rendering/3d_render_raytracing/PerlinNoise.h @@ -0,0 +1,72 @@ +/* + * This program source code file is part of KiCad, a free EDA CAD application. + * + * Copyright (C) 2016 Mario Luzeiro + * Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, you may find one here: + * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html + * or you may search the http://www.gnu.org website for the version 2 license, + * or you may write to the Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA + */ + +/** + * @file PerlinNoise.h + * @brief This source code comes from the project: + * https://github.com/sol-prog/Perlin_Noise + * + * It was changed to work with floats instead of doubles + * + * Original copyright notice: + * + * Perlin_Noise + * Here you could find the code for "Perlin noise in C++11", for more informations visit the project webpage: + * http://solarianprogrammer.com/2012/07/18/perlin-noise-cpp-11/ + * You could use this program under the terms of GPL v3, for more details see: + * http://www.gnu.org/copyleft/gpl.html + * Copyright 2012 Sol from www.solarianprogrammer.com + */ + +#include + +// THIS CLASS IS A TRANSLATION TO C++11 FROM THE REFERENCE +// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/) +// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN + +// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION) + +#ifndef PERLINNOISE_H +#define PERLINNOISE_H + +class PerlinNoise { + // The permutation vector + std::vector p; +public: + // Initialize with the reference values for the permutation vector + PerlinNoise(); + + // Generate a new permutation vector based on the value of seed + PerlinNoise( unsigned int seed ); + + // Get a noise value, for 2D images z can have any value + float noise( float x, float y, float z ); + +private: + float fade( float t ); + float lerp( float t, float a, float b ); + float grad( int hash, float x, float y, float z ); +}; + +#endif