/
rasterize_scene.R
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/
rasterize_scene.R
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#'@title Rasterize Scene
#'
#'@description Render a 3D scene with meshes, lights, and lines using a software rasterizer.
#'
#'@param scene The scene object.
#'@param filename Default `NULL`. Filename to save the image. If `NULL`, the image will be plotted.
#'@param width Default `400`. Width of the rendered image.
#'@param height Default `400`. Width of the rendered image.
#'@param line_info Default `NULL`. Matrix of line segments to add to the scene. Number of rows must be a multiple of 2.
#'@param alpha_line Default `1`. Line transparency.
#'@param parallel Default `TRUE`. Whether to use parallel processing.
#'@param fov Default `20`. Width of the rendered image.
#'@param lookfrom Default `c(0,0,10)`. Camera location.
#'@param lookat Default `NULL`. Camera focal position, defaults to the center of the model.
#'@param fsaa Default `2`. Full screen anti-aliasing multiplier. Must be positive integer, higher numbers
#'will improve anti-aliasing quality but will vastly increase memory usage.
#'@param camera_up Default `c(0,1,0)`. Camera up vector.
#'@param light_info Default `directional_light()`. Description of scene lights, generated with the `point_light()` and
#'`directional_light()` functions.
#'@param type Default `diffuse`. Shader type. Other options: `vertex` (Gouraud shading), `phong`, and `color` (no lighting).
#'@param color Default `darkred`. Color of model if no material file present (or for faces using the default material).
#'@param background Default `white`. Background color.
#'@param tangent_space_normals Default `TRUE`.
#'@param shadow_map Default `FALSE`.
#'@param shadow_map_bias Default `0.005`.
#'@param shadow_map_intensity Default `0.5`.
#'@param shadow_map_dims Default `NULL`.
#'@param ssao Default `FALSE`. Whether to add screen-space ambient occlusion (SSAO) to the render.
#'@param ssao_intensity Default `10`. Intensity of the shadow map.
#'@param ssao_radius Default `0.1`. Radius to use when calculating the SSAO term.
#'@param tonemap Default `"none"`.
#'@param debug Default `"none"`.
#'@param near_plane Default `0.1`.
#'@param far_plane Default `100`.
#'@param shader Default `"default"`.
#'@param block_size Default `4`.
#'@param shape Default `NULL`. The shape to render in the OBJ mesh.
#'@param line_offset Default `0.0001`. Amount to offset lines towards camera to prevent z-fighting.
#'@param ortho_dimensions Default `c(1,1)`. Width and height of the orthographic camera. Will only be used if `fov = 0`.
#'@param bloom Default `FALSE`. Whether to apply bloom to the image. If `TRUE`,
#' this performs a convolution of the HDR image of the scene with a sharp, long-tailed
#' exponential kernel, which does not visibly affect dimly pixels, but does result in emitters light
#' slightly bleeding into adjacent pixels.
#'@param antialias_lines Default `TRUE`. Whether to anti-alias lines in the scene.
#'@param environment_map Default `""`. Image file to use as a texture for all reflective and refractive
#'materials in the scene, along with the background.
#'@param background_sharpness Default `1.0`. A number greater than zero but less than one indicating the sharpness
#'of the background image.
#'@param verbose Default `FALSE`. Prints out timing information.
#'@param vertex_transform Default `NULL`. A function that transforms the vertex locations, based on their location.
#'Function should takes a length-3 numeric vector and returns another length-3 numeric vector as the output.
#'@param validate_scene Default `TRUE`. Whether to validate the scene input.
#'
#'@return Rasterized image.
#'@export
#'@examples
#'if(run_documentation()) {
#'#Let's load the cube OBJ file included with the package
#'
#'rasterize_scene(cube_mesh(),lookfrom=c(2,4,10),
#' light_info = directional_light(direction=c(0.5,1,0.7)))
#' }
#' if(run_documentation()) {
#'#Flatten the cube, translate downwards, and set to grey
#'base_model = cube_mesh() |>
#' scale_mesh(scale=c(5,0.2,5)) |>
#' translate_mesh(c(0,-0.1,0)) |>
#' set_material(diffuse="grey80")
#'
#'rasterize_scene(base_model, lookfrom=c(2,4,10),
#' light_info = directional_light(direction=c(0.5,1,0.7)))
#' }
#' if(run_documentation()) {
#'#load the R OBJ file, scale it down, color it blue, and add it to the grey base
#'r_model = obj_mesh(r_obj()) |>
#' scale_mesh(scale=0.5) |>
#' set_material(diffuse="dodgerblue") |>
#' add_shape(base_model)
#'
#'rasterize_scene(r_model, lookfrom=c(2,4,10),
#' light_info = directional_light(direction=c(0.5,1,0.7)))
#' }
#' if(run_documentation()) {
#'#Zoom in and reduce the shadow mapping intensity
#'rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,shadow_map = TRUE, shadow_map_intensity=0.3,
#' light_info = directional_light(direction=c(0.5,1,0.7)))
#'}
#' if(run_documentation()) {
#'#Include the resolution (4x) of the shadow map for less pixellation around the edges
#'#Also decrease the shadow_map_bias slightly to remove the "peter panning" floating shadow effect
#'rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,
#' shadow_map_dims=4,
#' light_info = directional_light(direction=c(0.5,1,0.7)))
#'}
#' if(run_documentation()) {
#'#Add some more directional lights and change their color
#' lights = directional_light(c(0.7,1.1,-0.9),color = "orange",intensity = 1) |>
#' add_light(directional_light(c(0.7,1,1),color = "dodgerblue",intensity = 1)) |>
#' add_light(directional_light(c(2,4,10),color = "white",intensity = 0.5))
#'rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,
#' light_info = lights)
#'}
#' if(run_documentation()) {
#'#Add some point lights
#'lights_p = lights |>
#' add_light(point_light(position=c(-1,1,0),color="red", intensity=2)) |>
#' add_light(point_light(position=c(1,1,0),color="purple", intensity=2))
#'rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,
#' light_info = lights_p)
#'}
#' if(run_documentation()) {
#'#change the camera position
#'rasterize_scene(r_model, lookfrom=c(-2,2,-10), fov=10,
#' light_info = lights_p)
#'}
#' if(run_documentation()) {
#'
#'#Add a spiral of lines around the model by generating a matrix of line segments
#' t = seq(0,8*pi,length.out=361)
#' line_mat = matrix(nrow=0,ncol=9)
#'
#' for(i in 1:360) {
#' line_mat = add_lines(line_mat,
#' generate_line(start = c(0.5*sin(t[i]), t[i]/(8*pi), 0.5*cos(t[i])),
#' end = c(0.5*sin(t[i+1]), t[i+1]/(8*pi), 0.5*cos(t[i+1]))))
#' }
#'
#'rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10, line_info = line_mat,
#' light_info = lights)
#'}
rasterize_scene = function(scene,
filename = NA, width=800, height=800,
line_info = NULL, alpha_line = 1.0,
parallel = TRUE,
fov=20,lookfrom=c(0,0,10),lookat=NULL, camera_up = c(0,1,0),
fsaa = 2,
light_info = directional_light(), color="red",
type = "diffuse", background = "black",
tangent_space_normals = TRUE,
shadow_map = TRUE,
shadow_map_bias = 0.003, shadow_map_intensity = 0, shadow_map_dims = NULL,
ssao = FALSE, ssao_intensity = 10, ssao_radius = 0.1,
tonemap = "none", debug = "none",
near_plane = 0.1, far_plane = 100,
shader = "default",
block_size = 4, shape = NULL, line_offset = 0.00001,
ortho_dimensions = c(1,1), bloom = FALSE, antialias_lines = TRUE,
environment_map= "", background_sharpness = 1.0, verbose=FALSE,
vertex_transform = NULL, validate_scene = TRUE) {
init_time()
if(!is.null(attr(scene,"cornell"))) {
corn_message = "Setting default values for Cornell box: "
missing_corn = FALSE
if(missing(lookfrom)) {
lookfrom = c(278, 278, -800)
corn_message = paste0(corn_message, "lookfrom `c(278,278,-800)` ")
missing_corn = TRUE
}
if(missing(lookat)) {
lookat = c(278, 278, 0)
corn_message = paste0(corn_message, "lookat `c(278,278,0)` ")
missing_corn = TRUE
}
if(missing(fov)) {
fov=40
corn_message = paste0(corn_message, "fov `40` ")
missing_corn = TRUE
}
if(fov == 0 && missing(ortho_dimensions)) {
ortho_dimensions = c(580,580)
corn_message = paste0(corn_message, "ortho_dimensions `c(580, 580)` ")
missing_corn = TRUE
}
corn_message = paste0(corn_message,".")
if(missing_corn) {
message(corn_message)
}
if(attr(scene,"cornell_light")) {
light_info = add_light(light_info,point_light(c(555/2,450,555/2), falloff_quad = 0.0, constant = 0.0002, falloff = 0.005))
}
}
print_time(verbose, "Validating Mesh")
if(validate_scene) {
validate_mesh(scene)
}
#Get the scene down to one vertex/texcoord/normal matrix, and adjust indices to match
print_time(verbose, "Pre-processing scene")
scene = merge_scene(scene, flatten_materials = TRUE)
#Remove duplicate materials
print_time(verbose, "Pre-processed scene")
obj = remove_duplicate_materials(scene)
print_time(verbose, "Removed duplicate materials")
fsaa = as.integer(fsaa)
if(fsaa > 1) {
width = width * fsaa
height = height * fsaa
}
max_indices = 0
has_norms = rep(FALSE,length(obj$shapes))
has_tex = rep(FALSE,length(obj$shapes))
has_vertex_tex = list()
has_vertex_normals = list()
if(length(ortho_dimensions) != 2) {
stop("ortho_dimensions must be length-2 numeric vector")
}
#lights
if(!is.null(light_info)) {
if(ncol(light_info) != 10) {
stop("light_info must have 10 cols")
}
lightinfo = light_info
} else {
lightinfo = matrix(nrow=0,ncol=10)
}
if(is.null(line_info)) {
line_info = matrix(nrow=0,ncol=0)
}
bounds = c(Inf,Inf,Inf,-Inf,-Inf,-Inf)
for(i in seq_len(length(obj$shapes))) {
has_vertex_tex[[i]] = obj$shapes[[i]]$has_vertex_tex
has_vertex_normals[[i]] = obj$shapes[[i]]$has_vertex_normals
max_indices = max(c(max_indices,nrow(obj$shapes[[i]]$indices)))
has_norms[i] = nrow(obj$shapes[[i]]$indices) == nrow(obj$shapes[[i]]$norm_indices)
has_tex[i] = nrow(obj$shapes[[i]]$indices) == nrow(obj$shapes[[i]]$tex_indices) && all(obj$shapes[[i]]$tex_indices != -1)
}
print_time(verbose, "Processed scene bounds")
has_vertex_tex = unlist(has_vertex_tex)
has_vertex_normals = unlist(has_vertex_normals)
use_default_material = FALSE
if(length(obj$materials) > 0) {
has_texture = rep(FALSE,length(obj$materials))
has_ambient_texture = rep(FALSE,length(obj$materials))
has_bump_texture = rep(FALSE,length(obj$materials))
has_normal_texture = rep(FALSE,length(obj$materials))
has_specular_texture = rep(FALSE,length(obj$materials))
has_emissive_texture = rep(FALSE,length(obj$materials))
} else {
use_default_material = TRUE
has_texture = FALSE
has_bump_texture = FALSE
has_ambient_texture = FALSE
has_normal_texture = FALSE
has_specular_texture = FALSE
has_emissive_texture = FALSE
}
for(i in seq_len(length(obj$materials))) {
if(!is.null(obj$materials[[i]]$diffuse_texname) && obj$materials[[i]]$diffuse_texname != "") {
has_texture[i] = TRUE
obj$materials[[i]]$diffuse_texname = path.expand(obj$materials[[i]]$diffuse_texname)
}
if(!is.null(obj$materials[[i]]$bump_texname) && obj$materials[[i]]$bump_texname != "") {
has_bump_texture[i] = TRUE
obj$materials[[i]]$bump_texname = path.expand(obj$materials[[i]]$bump_texname)
}
if(!is.null(obj$materials[[i]]$ambient_texname) && obj$materials[[i]]$ambient_texname != "") {
has_ambient_texture[i] = TRUE
obj$materials[[i]]$ambient_texname = path.expand(obj$materials[[i]]$ambient_texname)
}
if(!is.null(obj$materials[[i]]$specular_texname) && obj$materials[[i]]$specular_texname != "") {
has_specular_texture[i] = TRUE
obj$materials[[i]]$specular_texname = path.expand(obj$materials[[i]]$specular_texname)
}
if(!is.null(obj$materials[[i]]$normal_texname) && obj$materials[[i]]$normal_texname != "") {
has_normal_texture[i] = TRUE
obj$materials[[i]]$normal_texname = path.expand(obj$materials[[i]]$normal_texname)
}
if(!is.null(obj$materials[[i]]$emissive_texname) && obj$materials[[i]]$emissive_texname != "") {
has_emissive_texture[i] = TRUE
obj$materials[[i]]$emissive_texname = path.expand(obj$materials[[i]]$emissive_texname)
}
}
print_time(verbose, "Processed texture filenames")
numbercores = getOption("cores", default = getOption("Ncpus", default = parallel::detectCores()))
if(!parallel) {
numbercores = 1
}
color = convert_color(color)
bg_color = convert_color(background)
typevals = rep(2,max(c(length(obj$materials),1)))
if(!use_default_material) {
for(i in seq_len(length(obj$materials))) {
typeval = switch(obj$materials[[i]]$type, "vertex" = 1, "diffuse" = 2, "phong" = 3, "color" = 8,"toon" = 9, "toon_phong" = 10, 1)
if(typeval < 8) {
if(has_normal_texture[i]) {
if(typeval == 2) {
if(!tangent_space_normals) {
typevals[i] = 4
} else {
typevals[i] = 5
}
} else if (typeval == 3) {
if(!tangent_space_normals) {
typevals[i] = 6
} else {
typevals[i] = 7
}
}
} else {
typevals[i] = typeval
}
} else {
typevals[i] = typeval
}
}
}
has_reflection_map = rep(FALSE,length(obj$materials))
has_refraction = rep(FALSE,length(obj$materials))
for(i in seq_len(length(obj$materials))) {
obj$materials[[i]]$culling = switch(obj$materials[[i]]$culling, "back" = 1, "front" = 2, "none" = 3, 1)
if(environment_map != "" && obj$materials[[i]]$reflection_intensity > 0 &&
file.exists(environment_map) && !dir.exists(environment_map)) {
has_reflection_map[i] = TRUE
}
if(environment_map != "" && obj$materials[[i]]$ior != 1 &&
file.exists(environment_map) && !dir.exists(environment_map)) {
has_refraction[i] = TRUE
}
}
environment_map_hdr = FALSE
has_environment_map = FALSE
if(environment_map != "") {
has_environment_map = TRUE
environment_map = path.expand(environment_map)
if(tools::file_ext(environment_map) == "hdr") {
environment_map_hdr = TRUE
}
}
if(is.null(shadow_map_dims)) {
shadow_map_dims = c(width,height)
} else {
if(length(shadow_map_dims) == 1 && is.numeric(shadow_map_dims) && shadow_map_dims > 0) {
shadow_map_dims = c(width,height)*shadow_map_dims
} else if(length(shadow_map_dims) != 2) {
stop("shadow_map_dims must be vector of length 2")
}
}
tonemap = switch(tonemap, "gamma" = 1, "uncharted" = 2, "hbd" = 3, "none"=4, 1)
is_dir_light = rep(TRUE, nrow(lightinfo))
for(i in seq_len(nrow(lightinfo))) {
if(any(lightinfo[i,7:9] != 0)) {
is_dir_light[i] = FALSE
}
}
if(!is.null(vertex_transform) && is.function(vertex_transform)) {
if(verify_vertex_shader(vertex_transform)) {
obj$vertices = t(apply(obj$vertices, 1, vertex_transform))
if(any(is.na(obj$vertices)) || any(is.infinite(obj$vertices))) {
stop("vertex_transform transformed a vertex to either NA or infinity--transformed vertices should be finite values.")
}
} else {
warning("vertex_transform function does not return correct output, not applying")
}
}
tempboundsmin = apply(obj$vertices,2,min)
tempboundsmax = apply(obj$vertices,2,max)
bounds[1:3] = c(min(c(bounds[1],tempboundsmin[1])),
min(c(bounds[2],tempboundsmin[2])),
min(c(bounds[3],tempboundsmin[3])))
bounds[4:6] = c(max(c(bounds[4],tempboundsmax[1])),
max(c(bounds[5],tempboundsmax[2])),
max(c(bounds[6],tempboundsmax[3])))
if(is.null(lookat)) {
lookat = (bounds[1:3] + bounds[4:6])/2
message(sprintf("Setting `lookat` to: c(%0.2f, %0.2f, %0.2f)",lookat[1],lookat[2],lookat[3]))
}
print_time(verbose, "Processed materials")
imagelist = rasterize(obj,
lightinfo,
line_mat = line_info,
nx = width,
ny = height,
model_color = color,
lookfrom = lookfrom,
lookat = lookat,
fov=fov,
typevals = typevals,
has_shadow_map=shadow_map,
calc_ambient = ssao,
tbn = tangent_space_normals,
ambient_radius = ssao_radius,
shadow_map_bias = shadow_map_bias,
numbercores = numbercores,
max_indices = max_indices,
has_normals_vec = has_norms,
has_tex_vec = has_tex, #This just determines whether to include tex indices
has_texture,
has_ambient_texture,
has_bump_texture,
has_normal_texture,
has_specular_texture,
has_emissive_texture,
block_size = block_size, use_default_material = use_default_material,
near_plane, far_plane,
shadow_map_intensity,
bounds, shadow_map_dims, camera_up,
alpha_line, line_offset,
ortho_dimensions, is_dir_light,
antialias_lines,
has_vertex_tex,has_vertex_normals,
has_reflection_map, environment_map, background_sharpness, has_refraction,
environment_map_hdr, has_environment_map, bg_color,
verbose)
print_time(verbose, "Rasterized image")
if(ssao) {
imagelist$amb = (imagelist$amb)^ssao_intensity
imagelist$r = imagelist$r * imagelist$amb
imagelist$g = imagelist$g * imagelist$amb
imagelist$b = imagelist$b * imagelist$amb
}
if(debug == "normals") {
norm_array = array(0,dim=c(dim(imagelist$r)[2:1],3))
norm_array[,,1] = (imagelist$normalx+1)/2
norm_array[,,2] = (imagelist$normaly+1)/2
norm_array[,,3] = (imagelist$normalz+1)/2
norm_array = rayimage::render_reorient(norm_array,transpose = TRUE, flipx = TRUE)
if(is.na(filename)) {
rayimage::plot_image(norm_array)
} else {
save_png(norm_array, filename = filename)
}
return(invisible(norm_array))
}
if(debug == "depth") {
depth_array = array(0,dim=c(dim(imagelist$r)[2:1],3))
depth_array[,,1] = (imagelist$linear_depth)
depth_array[,,2] = (imagelist$linear_depth)
depth_array[,,3] = (imagelist$linear_depth)
depth_array[is.infinite(depth_array)] = 1
scale_factor = max(depth_array, na.rm = TRUE) - min(depth_array, na.rm = TRUE)
depth_array = (depth_array - min(depth_array))/scale_factor
if(is.na(filename)) {
depth_array = rayimage::render_reorient(depth_array,transpose = TRUE, flipx = TRUE)
rayimage::plot_image(depth_array)
} else {
save_png(depth_array, filename = filename)
}
return(invisible(depth_array))
}
if(debug == "raw_depth") {
return(imagelist$linear_depth)
}
if(debug == "position") {
pos_array = array(0,dim=c(dim(imagelist$r)[2:1],3))
imagelist$positionx = rescale(imagelist$positionx,to=c(0,1))
imagelist$positiony = rescale(imagelist$positiony,to=c(0,1))
imagelist$positionz = rescale(imagelist$positionz,to=c(0,1))
pos_array[,,1] = (imagelist$positionx)
pos_array[,,2] = (imagelist$positiony)
pos_array[,,3] = (imagelist$positionz)
pos_array = rayimage::render_reorient(pos_array,transpose = TRUE, flipx = TRUE)
pos_array[is.infinite(pos_array)] = 1
if(is.na(filename)) {
rayimage::plot_image(pos_array)
} else {
save_png(pos_array, filename = filename)
}
return(invisible(pos_array))
}
if(debug == "uv") {
uv_array = array(0,dim=c(dim(imagelist$r)[2:1],3))
uv_array[,,1] = (imagelist$uvx)
uv_array[,,2] = (imagelist$uvy)
uv_array[,,3] = (imagelist$uvz)
uv_array = rayimage::render_reorient(uv_array,transpose = TRUE, flipx = TRUE)
if(is.na(filename)) {
rayimage::plot_image(uv_array)
} else {
save_png(uv_array, filename = filename)
}
return(invisible(uv_array))
}
if(environment_map == "") {
imagelist$r[imagelist$depth == 1] = bg_color[1]
imagelist$g[imagelist$depth == 1] = bg_color[2]
imagelist$b[imagelist$depth == 1] = bg_color[3]
}
retmat = array(0,dim=c(dim(imagelist$r)[2:1],3))
if(tonemap != 4) {
imagelist = tonemap_image(imagelist$r,imagelist$g,imagelist$b,tonemap)
print_time(verbose, "Tonemapped image")
}
retmat[,,1] = rayimage::render_reorient(imagelist$r,transpose = TRUE, flipx = TRUE)
retmat[,,2] = rayimage::render_reorient(imagelist$g,transpose = TRUE, flipx = TRUE)
retmat[,,3] = rayimage::render_reorient(imagelist$b,transpose = TRUE, flipx = TRUE)
if(bloom) {
retmat = rayimage::render_convolution(retmat, min_value = 1)
print_time(verbose, "Rendered bloom")
}
retmat[retmat > 1] = 1
if(fsaa > 1) {
retmat = rayimage::render_resized(retmat,mag = 1/fsaa, method="mitchell")
retmat = abs(retmat)
print_time(verbose, "Applied FSAA")
}
if(is.na(filename)) {
rayimage::plot_image(retmat)
} else {
retmat[retmat > 1] = 1
retmat[retmat < 0] = 0
save_png(retmat, filename = filename)
}
if(debug == "all") {
return(imagelist)
}
print_time(verbose, "Display/save image")
return(invisible(retmat))
}