Added image-based lighting with HDR images.
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -30,5 +30,6 @@
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ray
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# Others
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textures/
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*.d
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*~
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2
Makefile
2
Makefile
@@ -1,6 +1,6 @@
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CXX = g++
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TARGET = ray
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OBJECTS = main.o sampling.o camera.o disk.o plane.o sphere.o phong_brdf.o hsa_brdf.o directional_light.o point_light.o spot_light.o tracer.o path_tracer.o whitted_tracer.o
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OBJECTS = main.o sampling.o camera.o environment.o disk.o plane.o sphere.o phong_brdf.o hsa_brdf.o directional_light.o point_light.o spot_light.o tracer.o path_tracer.o whitted_tracer.o
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DEPENDS = $(OBJECTS:.o=.d)
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CXXFLAGS = -ansi -pedantic -Wall -DGLM_FORCE_RADIANS -fopenmp
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LDLIBS = -lfreeimage
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12
TODO.org
12
TODO.org
@@ -1,4 +1,4 @@
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* Features [9/20]
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* Features [12/20]
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- [X] Perspective projection
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- [X] Ray-sphere intersection
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@@ -15,15 +15,15 @@
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- [ ] Area lights
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- [ ] Sphere lights
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- [ ] Box/planar lights
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- [ ] Mesh lights
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- [X] Phong shading
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- [X] Specular reflections
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- [X] Transmission
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- [ ] Scene description input files (JSON)
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- [X] Indirect illumination
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- [ ] Russian roulette
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- [ ] Image based lightning
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- [ ] HDR light probes for IBL
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- [ ] Tone mapping
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- [ ] Glossy reflections
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- [X] Image based lighting
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- [X] HDR light probes for IBL
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- [X] Tone mapping
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- [ ] Texture mapping
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- [ ] Photon mapping
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38
environment.cpp
Normal file
38
environment.cpp
Normal file
@@ -0,0 +1,38 @@
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#include <cmath>
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include "environment.hpp"
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using glm::vec2;
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using glm::acos;
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using glm::pi;
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vec3 Environment::get_color(Ray & r) {
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float _r;
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vec2 tex_coord;
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BYTE * bits;
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FIRGBF * pixel;
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unsigned int pitch;
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if (m_texture == NULL)
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return m_bckg_color;
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else {
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if (!m_probe) {
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tex_coord = vec2((1.0f + atan2(r.m_direction.x, -r.m_direction.z) / pi<float>()) / 2.0f, acos(r.m_direction.y) / pi<float>());
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tex_coord = vec2(tex_coord.x, 1.0f - tex_coord.y);
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} else {
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_r = (1.0f / pi<float>()) * acos(r.m_direction.z) / glm::sqrt((r.m_direction.x * r.m_direction.x) + (r.m_direction.y * r.m_direction.y));
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tex_coord = vec2(r.m_direction.x * _r, r.m_direction.y * _r);
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tex_coord += vec2(1.0f, 1.0f);
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tex_coord /= 2.0f;
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}
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tex_coord *= vec2(FreeImage_GetWidth(m_texture) - 1, FreeImage_GetHeight(m_texture) - 1);
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pitch = FreeImage_GetPitch(m_texture);
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bits = ((BYTE *)FreeImage_GetBits(m_texture)) + (static_cast<unsigned int>(tex_coord.y) * pitch);
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pixel = (FIRGBF *)bits;
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return vec3(pixel[static_cast<unsigned int>(tex_coord.x)].red, pixel[static_cast<unsigned int>(tex_coord.x)].green, pixel[static_cast<unsigned int>(tex_coord.x)].blue);
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}
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}
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37
environment.hpp
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37
environment.hpp
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@@ -0,0 +1,37 @@
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#pragma once
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#ifndef ENVIRONMENT_HPP
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#define ENVIRONMENT_HPP
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#include <FreeImage.h>
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#include <glm/vec3.hpp>
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#include "ray.hpp"
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using glm::vec3;
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class Environment {
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public:
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Environment(const char * tex_file = NULL, bool light_probe = false, vec3 bckg = vec3(1.0f)): m_bckg_color(bckg), m_probe(light_probe) {
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FREE_IMAGE_FORMAT fif;
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if (tex_file != NULL) {
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fif = FreeImage_GetFIFFromFilename(tex_file);
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m_texture = FreeImage_Load(fif, tex_file, 0);
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} else
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m_texture = NULL;
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}
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~Environment() {
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if (m_texture != NULL)
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FreeImage_Unload(m_texture);
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}
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vec3 get_color(Ray & r);
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private:
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vec3 m_bckg_color;
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FIBITMAP * m_texture;
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bool m_probe;
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};
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#endif
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90
main.cpp
90
main.cpp
@@ -27,6 +27,7 @@
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#include "brdf.hpp"
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#include "phong_brdf.hpp"
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#include "hsa_brdf.hpp"
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#include "environment.hpp"
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using namespace std;
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using namespace glm;
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@@ -40,10 +41,10 @@ using namespace glm;
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////////////////////////////////////////////
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// Function prototypes.
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////////////////////////////////////////////
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static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c);
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static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c);
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static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c);
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static void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c);
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static void print_usage(char ** const argv);
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static void parse_args(int argc, char ** const argv);
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@@ -87,6 +88,7 @@ int main(int argc, char ** argv) {
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FIRGBF *pixel;
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int pitch;
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Camera * cam;
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Environment * env = NULL;
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parse_args(argc, argv);
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@@ -100,7 +102,7 @@ int main(int argc, char ** argv) {
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image[i] = new vec3[g_w];
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}
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scene_2(figures, lights, cam);
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scene_3(figures, lights, env, cam);
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// Create the tracer object.
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cout << "Rendering the input file: " << ANSI_BOLD_YELLOW << g_input_file << ANSI_RESET_STYLE << endl;
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@@ -136,7 +138,7 @@ int main(int argc, char ** argv) {
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sample = cam->sample_pixel(i, j);
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r = Ray(normalize(vec3(sample, -0.5f) - vec3(0.0f)), vec3(0.0f));
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cam->view_to_world(r);
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image[i][j] += tracer->trace_ray(r, figures, lights, 0);
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image[i][j] += tracer->trace_ray(r, figures, lights, env, 0);
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#pragma omp atomic
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current++;
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}
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@@ -176,6 +178,8 @@ int main(int argc, char ** argv) {
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delete cam;
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delete tracer;
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if (env != NULL)
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delete env;
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for (size_t i = 0; i < figures.size(); i++) {
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delete figures[i];
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@@ -344,12 +348,14 @@ void parse_args(int argc, char ** const argv) {
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}
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}
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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Disk * d;
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DirectionalLight * l;
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e = new Environment(NULL, false, vec3(0.7f, 0.4f, 0.05f));
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s = new Sphere(1.0f, 1.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
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vf.push_back(static_cast<Figure *>(s));
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@@ -419,7 +425,7 @@ void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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vl.push_back(static_cast<Light *>(l));
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}
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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Disk * d;
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@@ -493,15 +499,17 @@ void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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vl.push_back(static_cast<Light *>(l));
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}
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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SpotLight * l;
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DirectionalLight * l2;
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vec3 eye = vec3(0.0f, 1.5f, 0.0f);
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Disk * d;
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// SpotLight * l;
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// DirectionalLight * l2;
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vec3 eye = vec3(0.0f, 1.5f, 1.0f);
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vec3 center = vec3(0.0f, 0.0f, -2.0f);
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vec3 left = vec3(-1.0f, 0.0f, 0.0f);
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e = new Environment("textures/pisa.hdr");
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c->m_eye = eye;
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c->m_look = center;
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c->m_up = cross(normalize(center - eye), left);
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@@ -525,39 +533,44 @@ void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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// s->m_mat->m_ref_index = 2.6f;
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// vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(2.0f, 0.0f, -2.0f, 1.0f, new HeidrichSeidelAnisotropicBRDF(vec3(0.0f, 1.0f, 0.0f)));
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s = new Sphere(2.0f, 0.0f, -2.0f, 1.5f, new HeidrichSeidelAnisotropicBRDF(vec3(0.0f, 1.0f, 0.0f)));
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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s->m_mat->m_shininess = 128.0f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-1.0f, 0.0f, -3.25f, 1.0f);
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s = new Sphere(-1.0f, 0.0f, -3.25f, 1.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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s->m_mat->m_rho = 0.4f;
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vf.push_back(static_cast<Figure *>(s));
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p = new Plane(vec3(0.0f, -1.5f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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s = new Sphere(1.0f, 0.0f, -3.25f, 1.5f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.4f;
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vf.push_back(static_cast<Figure *>(s));
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l = new SpotLight();
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l->m_position = normalize(vec3(-2.0f, 1.5f, -1.0f));
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l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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l->m_spot_dir = normalize(vec3(0.5f, 0.0f, -2.5f) - vec3(-2.0f, 1.5f, -1.0f));
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l->m_spot_cutoff = 89.0f;
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l->m_spot_exponent = 10.0f;
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vl.push_back(static_cast<Light *>(l));
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d = new Disk(vec3(1.0f, -1.5f, -3.25f), vec3(0.0f, 1.0f, 0.0f), 3.0f);
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d->m_mat->m_diffuse = vec3(0.0f, 0.5f, 0.5f);
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d->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(d));
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l2 = new DirectionalLight();
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l2->m_position = normalize(vec3(-1.0f, 0.7f, 1.0f));
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l2->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l2));
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// l = new SpotLight();
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// l->m_position = normalize(vec3(-2.0f, 1.5f, -1.0f));
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// l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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// l->m_spot_dir = normalize(vec3(0.5f, 0.0f, -2.5f) - vec3(-2.0f, 1.5f, -1.0f));
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// l->m_spot_cutoff = 89.0f;
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// l->m_spot_exponent = 10.0f;
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// vl.push_back(static_cast<Light *>(l));
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l2 = new DirectionalLight();
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l2->m_position = normalize(vec3(-0.5f, 0.7f, 1.0f));
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l2->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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l2->m_specular = vec3(0.0f, 0.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l2));
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// l2 = new DirectionalLight();
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// l2->m_position = normalize(vec3(-1.0f, 0.7f, 1.0f));
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// l2->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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// vl.push_back(static_cast<Light *>(l2));
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// l2 = new DirectionalLight();
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// l2->m_position = normalize(vec3(-0.5f, 0.7f, 1.0f));
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// l2->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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// l2->m_specular = vec3(0.0f, 0.0f, 1.0f);
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// vl.push_back(static_cast<Light *>(l2));
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// l = new DirectionalLight();
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// l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
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@@ -565,12 +578,15 @@ void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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// vl.push_back(static_cast<Light *>(l));
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}
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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e = new Environment("textures/pisa.hdr");
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s = new Sphere(0.0f, 0.0f, -2.0f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.3f;
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vf.push_back(static_cast<Figure *>(s));
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p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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|
BIN
output.png
BIN
output.png
Binary file not shown.
Before Width: | Height: | Size: 569 KiB After Width: | Height: | Size: 377 KiB |
@@ -10,7 +10,7 @@ using namespace glm;
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PathTracer::~PathTracer() { }
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vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const {
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vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, Environment * e, unsigned int rec_level) const {
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float t, _t;
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Figure * _f;
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vec3 n, color, i_pos, ref, sample, dir_diff_color, dir_spec_color, ind_color, amb_color;
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@@ -63,11 +63,10 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
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sample = sample_hemisphere(r1, r2);
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rotate_sample(sample, n);
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rr = Ray(normalize(sample), i_pos + (sample * BIAS));
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ind_color += r1 * trace_ray(rr, v_figures, v_lights, rec_level + 1) / PDF;
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ind_color += r1 * trace_ray(rr, v_figures, v_lights, e, rec_level + 1) / PDF;
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}
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// Calculate environment light contribution
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if (BCKG_COLOR.r > 0.0f || BCKG_COLOR.g > 0.0f || BCKG_COLOR.b > 0.0f) {
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vis = true;
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r1 = random01();
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@@ -84,15 +83,15 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
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}
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}
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amb_color = vis ? BCKG_COLOR * max(dot(n, rr.m_direction), 0.0f) / PDF : vec3(0.0f);
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}
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amb_color = vis ? e->get_color(rr) * max(dot(n, rr.m_direction), 0.0f) / PDF : vec3(0.0f);
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// Add lighting.
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color += ((dir_diff_color + ind_color + amb_color) * (_f->m_mat->m_diffuse / pi<float>())) + (_f->m_mat->m_specular * dir_spec_color);
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// Determine the specular reflection color.
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if (_f->m_mat->m_rho > 0.0f && rec_level < m_max_depth) {
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rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
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color += _f->m_mat->m_rho * trace_ray(rr, v_figures, v_lights, rec_level + 1);
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color += _f->m_mat->m_rho * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
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} else if (_f->m_mat->m_rho > 0.0f && rec_level >= m_max_depth)
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return vec3(0.0f);
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@@ -103,14 +102,14 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
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// Determine the specular reflection color.
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if (kr > 0.0f && rec_level < m_max_depth) {
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rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
|
||||
color += kr * trace_ray(rr, v_figures, v_lights, rec_level + 1);
|
||||
color += kr * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
|
||||
} else if (rec_level >= m_max_depth)
|
||||
return vec3(0.0f);
|
||||
|
||||
// Determine the transmission color.
|
||||
if (_f->m_mat->m_refract && kr < 1.0f && rec_level < m_max_depth) {
|
||||
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 - kr) * trace_ray(rr, v_figures, v_lights, rec_level + 1);
|
||||
color += (1.0f - kr) * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
|
||||
} else if (rec_level >= m_max_depth)
|
||||
return vec3(0.0f);
|
||||
|
||||
@@ -119,6 +118,10 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
|
||||
// Return final color.
|
||||
return color;
|
||||
|
||||
} else
|
||||
return BCKG_COLOR;
|
||||
} else {
|
||||
if (e != NULL)
|
||||
return e->get_color(r);
|
||||
else
|
||||
return vec3(0.0f);
|
||||
}
|
||||
}
|
||||
|
@@ -12,7 +12,7 @@ public:
|
||||
|
||||
virtual ~PathTracer();
|
||||
|
||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const;
|
||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, Environment * e, unsigned int rec_level) const;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@@ -8,6 +8,7 @@
|
||||
|
||||
#include "figure.hpp"
|
||||
#include "light.hpp"
|
||||
#include "environment.hpp"
|
||||
#include "ray.hpp"
|
||||
|
||||
using std::vector;
|
||||
@@ -28,7 +29,7 @@ public:
|
||||
|
||||
virtual ~Tracer() { }
|
||||
|
||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const = 0;
|
||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, Environment * e, unsigned int rec_level) const = 0;
|
||||
|
||||
protected:
|
||||
float fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const;
|
||||
|
@@ -9,7 +9,7 @@ using namespace glm;
|
||||
|
||||
WhittedTracer::~WhittedTracer() { }
|
||||
|
||||
vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const {
|
||||
vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, Environment * e, unsigned int rec_level) const {
|
||||
float t, _t;
|
||||
Figure * _f;
|
||||
vec3 n, color, i_pos, ref, dir_diff_color, dir_spec_color;
|
||||
@@ -60,7 +60,7 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
|
||||
// Determine the specular reflection color.
|
||||
if (_f->m_mat->m_rho > 0.0f && rec_level < m_max_depth) {
|
||||
rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
|
||||
color += _f->m_mat->m_rho * trace_ray(rr, v_figures, v_lights, rec_level + 1);
|
||||
color += _f->m_mat->m_rho * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
|
||||
} else if (_f->m_mat->m_rho > 0.0f && rec_level >= m_max_depth)
|
||||
return vec3(0.0f);
|
||||
|
||||
@@ -71,14 +71,14 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
|
||||
// Determine the specular reflection color.
|
||||
if (kr > 0.0f && rec_level < m_max_depth) {
|
||||
rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
|
||||
color += kr * trace_ray(rr, v_figures, v_lights, rec_level + 1);
|
||||
color += kr * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
|
||||
} else if (rec_level >= m_max_depth)
|
||||
return vec3(0.0f);
|
||||
|
||||
// Determine the transmission color.
|
||||
if (_f->m_mat->m_refract && kr < 1.0f && rec_level < m_max_depth) {
|
||||
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 - kr) * trace_ray(rr, v_figures, v_lights, rec_level + 1);
|
||||
color += (1.0f - kr) * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
|
||||
} else if (rec_level >= m_max_depth)
|
||||
return vec3(0.0f);
|
||||
|
||||
@@ -87,6 +87,10 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
|
||||
// Return final color.
|
||||
return color;
|
||||
|
||||
} else
|
||||
return BCKG_COLOR;
|
||||
} else {
|
||||
if (e != NULL)
|
||||
return e->get_color(r);
|
||||
else
|
||||
return vec3(0.0f);
|
||||
}
|
||||
}
|
||||
|
@@ -12,7 +12,7 @@ public:
|
||||
|
||||
virtual ~WhittedTracer();
|
||||
|
||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, unsigned int rec_level) const;
|
||||
virtual vec3 trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, Environment * e, unsigned int rec_level) const;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user