Added indirect illumination.

This commit is contained in:
2017-01-05 06:16:14 -04:00
parent 3f13372071
commit 96fe34975e
11 changed files with 268 additions and 59196 deletions

View File

@@ -97,7 +97,7 @@ int main(int argc, char ** argv) {
scene_2(figures, lights, i_model_view);
tracer = Tracer(g_h, g_w, g_fov);
tracer = Tracer(g_h, g_w, g_fov, true);
total = g_h * g_w * g_samples;
@@ -137,9 +137,9 @@ int main(int argc, char ** argv) {
fprintf(out, "P6 %d %d %d ", g_w, g_h, 255);
for (int i = 0; i < g_h; i++) {
for (int j = 0; j < g_w; j++) {
fputc(static_cast<int>(image[i][j].r * 255.0f), out);
fputc(static_cast<int>(image[i][j].g * 255.0f), out);
fputc(static_cast<int>(image[i][j].b * 255.0f), out);
fputc(static_cast<int>(pow(image[i][j].r, 1.0f / 2.2f) * 255.0f), out);
fputc(static_cast<int>(pow(image[i][j].g, 1.0f / 2.2f) * 255.0f), out);
fputc(static_cast<int>(pow(image[i][j].b, 1.0f / 2.2f) * 255.0f), out);
}
}
fclose(out);
@@ -229,14 +229,11 @@ static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_mode
static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
Sphere * s;
Plane * p;
Disk * d;
PointLight * l;
s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
s->m_mat.m_diffuse = vec3(0.0f);
s->m_mat.m_specular = vec3(0.0f);
s->m_mat.m_rho = 0.1f;
s->m_mat.m_refract = true;
s->m_mat.m_ref_index = 2.33f;
s->m_mat.m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(s));
p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
@@ -259,15 +256,38 @@ static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_mode
p->m_mat.m_diffuse = vec3(1.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(0.0f, 0.0f, 0.1f), vec3(0.0f, 0.0f, -1.0f));
p = new Plane(vec3(0.0f, 0.0f, 1.1f), vec3(0.0f, 0.0f, -1.0f));
p->m_mat.m_diffuse = vec3(1.0f, 1.0f, 1.0f);
vf.push_back(static_cast<Figure *>(p));
s = new Sphere(-0.4f, -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_rho = 0.9f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-0.5f, -0.5f, 0.6f, 0.5f);
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 0.0f);
s->m_mat.m_rho = 0.1f;
s->m_mat.m_refract = true;
s->m_mat.m_ref_index = 1.33f;
vf.push_back(static_cast<Figure *>(s));
d = new Disk(vec3(-0.25f, 1.0f, -1.0f), vec3(1.0f, 0.0f, 0.0f), 0.25f);
d->m_mat.m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
d = new Disk(vec3(0.25f, 1.0f, -1.0f), vec3(-1.0f, 0.0f, 0.0f), 0.25f);
d->m_mat.m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
d = new Disk(vec3(0.0f, 1.0f, -1.25f), vec3(0.0f, 0.0f, 1.0f), 0.25f);
d->m_mat.m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
d = new Disk(vec3(0.0f, 1.0f, -0.75f), vec3(0.0f, 0.0f, -1.0f), 0.25f);
d->m_mat.m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
l = new PointLight();
l->m_position = vec3(0.0f, 0.9f, -1.0f);
l->m_diffuse = vec3(1.0f);
@@ -302,7 +322,7 @@ static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_mode
s = new Sphere(2.0f, 0.0f, -2.0f, 1.0f);
s->m_mat.m_diffuse = vec3(1.0f, 0.0f, 1.0f);
s->m_mat.m_rho = 0.6f;
s->m_mat.m_rho = 1.0f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-1.0f, 0.25f, -3.25f, 1.0f);
@@ -311,13 +331,13 @@ static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_mode
vf.push_back(static_cast<Figure *>(s));
p = new Plane(vec3(0.0f, -1.5f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
p->m_mat.m_diffuse = vec3(1.0f, 1.0f, 1.0f);
p->m_mat.m_diffuse = vec3(1.0f);
p->m_mat.m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
l = new DirectionalLight();
l->m_position = normalize(vec3(-1.0f, 1.0f, -1.0f));
l->m_diffuse = vec3(0.0f, 1.0f, 0.0f);
l->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
l->m_specular = vec3(0.0f, 1.0f, 0.0f);
vl.push_back(static_cast<Light *>(l));
@@ -334,7 +354,7 @@ static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_mode
vl.push_back(static_cast<Light *>(l));
l = new DirectionalLight();
l->m_position = normalize(vec3(0.0f, 1.0f, 0.0f));
l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
l->m_diffuse = vec3(0.5f);
vl.push_back(static_cast<Light *>(l));