Reflective materials have lightning now.

This commit is contained in:
2017-01-07 21:42:50 -04:00
parent d46f4abdab
commit 681fa9c823
2 changed files with 19 additions and 14 deletions

View File

@@ -264,8 +264,8 @@ static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_mode
vf.push_back(static_cast<Figure *>(p)); vf.push_back(static_cast<Figure *>(p));
s = new Sphere(-0.5f, -0.5f, -1.5f, 0.5f); s = new Sphere(-0.5f, -0.5f, -1.5f, 0.5f);
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 0.0f); s->m_mat.m_diffuse = vec3(1.0f);
s->m_mat.m_rho = 0.9f; s->m_mat.m_rho = 0.4f;
vf.push_back(static_cast<Figure *>(s)); vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-0.5f, -0.5f, 0.6f, 0.5f); s = new Sphere(-0.5f, -0.5f, 0.6f, 0.5f);

View File

@@ -9,6 +9,8 @@ using namespace glm;
PathTracer::~PathTracer() { } PathTracer::~PathTracer() { }
static const float PDF = (1.0f / (2.0f * pi<float>()));
vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const { vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const {
float t, _t; float t, _t;
Figure * _f; Figure * _f;
@@ -35,7 +37,7 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
n = _f->normal_at_int(r, t); n = _f->normal_at_int(r, t);
// Check if the material is not reflective/refractive. // Check if the material is not reflective/refractive.
if( !_f->m_mat.m_refract && _f->m_mat.m_rho == 0.0f) { if( !_f->m_mat.m_refract) {
// Calculate the direct lighting. // Calculate the direct lighting.
for (size_t l = 0; l < v_lights.size(); l++) { for (size_t l = 0; l < v_lights.size(); l++) {
// For every light source // For every light source
@@ -62,30 +64,33 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
sample = sample_hemisphere(r1, r2); sample = sample_hemisphere(r1, r2);
rotate_sample(sample, n); rotate_sample(sample, n);
rr = Ray(normalize(sample), i_pos + (sample * BIAS)); rr = Ray(normalize(sample), i_pos + (sample * BIAS));
ind_color += r1 * trace_ray(rr, v_figures, v_lights, rec_level + 1) / (1.0f / (2.0f * pi<float>())); ind_color += r1 * trace_ray(rr, v_figures, v_lights, rec_level + 1) / PDF;
} }
color += ((dir_diff_color + ind_color) * (_f->m_mat.m_diffuse / pi<float>())) + dir_spec_color; color += ((dir_diff_color + ind_color) * (_f->m_mat.m_diffuse / pi<float>())) + dir_spec_color;
} else { // Determine the specular reflection color.
// If the material has reflection/transmission enabled. if (_f->m_mat.m_rho > 0.0f && rec_level < MAX_RECURSION) {
// Calculate the Fresnel term if the surface is refracting. rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
if (_f->m_mat.m_refract) color += _f->m_mat.m_rho * trace_ray(rr, v_figures, v_lights, rec_level + 1);
kr = fresnel(r.m_direction, n, r.m_ref_index, _f->m_mat.m_ref_index); } else if (_f->m_mat.m_rho > 0.0f && rec_level >= MAX_RECURSION)
else return vec3(0.0f);
kr = _f->m_mat.m_rho;
// Determinte the specular reflection color. } else {
// If the material has transmission enabled, calculate the Fresnel term.
kr = fresnel(r.m_direction, n, r.m_ref_index, _f->m_mat.m_ref_index);
// Determine the specular reflection color.
if (kr > 0.0f && rec_level < MAX_RECURSION) { if (kr > 0.0f && rec_level < MAX_RECURSION) {
rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS); rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
color += _f->m_mat.m_rho * kr * trace_ray(rr, v_figures, v_lights, rec_level + 1); color += kr * trace_ray(rr, v_figures, v_lights, rec_level + 1);
} else if (rec_level >= MAX_RECURSION) } else if (rec_level >= MAX_RECURSION)
return vec3(0.0f); return vec3(0.0f);
// Determine the transmission color. // Determine the transmission color.
if (_f->m_mat.m_refract && kr < 1.0f && rec_level < MAX_RECURSION) { if (_f->m_mat.m_refract && kr < 1.0f && rec_level < MAX_RECURSION) {
rr = Ray(normalize(refract(r.m_direction, n, r.m_ref_index / _f->m_mat.m_ref_index)), i_pos - n * BIAS, _f->m_mat.m_ref_index); rr = Ray(normalize(refract(r.m_direction, n, r.m_ref_index / _f->m_mat.m_ref_index)), i_pos - n * BIAS, _f->m_mat.m_ref_index);
color += (1.0f - _f->m_mat.m_rho) * (1.0f - kr) * trace_ray(rr, v_figures, v_lights, rec_level + 1); color += (1.0f - kr) * trace_ray(rr, v_figures, v_lights, rec_level + 1);
} else if (rec_level >= MAX_RECURSION) } else if (rec_level >= MAX_RECURSION)
return vec3(0.0f); return vec3(0.0f);