More photons. Still buggy as hell.
This commit is contained in:
@@ -22,17 +22,14 @@ using namespace glm;
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PhotonTracer::~PhotonTracer() { }
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vec3 PhotonTracer::trace_ray(Ray & r, Scene * s, unsigned int rec_level) const {
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float t, _t;
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float t, _t, radius, red, green, blue, kr;
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Figure * _f;
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vec3 n, color, i_pos, ref, dir_diff_color, dir_spec_color, p_contrib;
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Ray mv_r, sr, rr;
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bool vis, is_area_light;
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float kr;
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AreaLight * al;
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Vec3 mn;
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Vec3 mx;
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Vec3 mn, mx;
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vector<Photon> photons;
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float red, green, blue;
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t = numeric_limits<float>::max();
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_f = NULL;
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@@ -101,8 +98,27 @@ vec3 PhotonTracer::trace_ray(Ray & r, Scene * s, unsigned int rec_level) const {
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dir_diff_color += vis ? s->m_lights[l]->diffuse(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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dir_spec_color += vis ? s->m_lights[l]->specular(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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}
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// TODO: Change photon map search method for hemisphere search.
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radius = m_h_radius;
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mn = Vec3(i_pos.x - radius, i_pos.y - radius, i_pos.z - radius);
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mx = Vec3(i_pos.x + radius, i_pos.y + radius, i_pos.z + radius);
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while((photons = m_photon_map.findInRange(mn, mx)).size() == 0 && radius < 5.0) {
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radius *= 2;
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mn = Vec3(i_pos.x - radius, i_pos.y - radius, i_pos.z - radius);
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mx = Vec3(i_pos.x + radius, i_pos.y + radius, i_pos.z + radius);
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}
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if (photons.size() > 0) {
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for (vector<Photon>::iterator it = photons.begin(); it != photons.end(); it++) {
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(*it).getColor(red, green, blue);
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p_contrib += vec3(red, green, blue);
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}
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p_contrib /= pi<float>() * (radius * radius) * photons.size();
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}
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color += (dir_diff_color * (_f->m_mat->m_diffuse / pi<float>())) + (_f->m_mat->m_specular * dir_spec_color);
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color += ((dir_diff_color + p_contrib) * (_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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@@ -111,17 +127,6 @@ vec3 PhotonTracer::trace_ray(Ray & r, Scene * s, unsigned int rec_level) const {
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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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// TODO: Change photon map search method for hemisphere search.
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mn = Vec3(i_pos.x - m_h_radius, i_pos.y - m_h_radius, i_pos.z - m_h_radius);
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mx = Vec3(i_pos.x + m_h_radius, i_pos.y + m_h_radius, i_pos.z + m_h_radius);
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photons = m_photon_map.findInRange(mn, mx);
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for (vector<Photon>::iterator it = photons.begin(); it != photons.end(); it++) {
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(*it).getColor(red, green, blue);
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p_contrib += vec3(red, green, blue);
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}
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p_contrib /= pi<float>() * (m_h_radius * m_h_radius);
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color += p_contrib;
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} else {
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// If the material has transmission enabled, calculate the Fresnel term.
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kr = fresnel(r.m_direction, n, r.m_ref_index, _f->m_mat->m_ref_index);
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@@ -153,8 +158,9 @@ void PhotonTracer::build_photon_map(Scene * s, const size_t n_photons_per_ligth,
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Light * l;
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AreaLight * al;
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vec3 l_sample, s_normal, h_sample;
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Vec3 ls, dir;
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float r1, r2;
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Ray rr;
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Photon ph;
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size_t total = 0, current = 0;
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for (vector<Light *>::iterator it = s->m_lights.begin(); it != s->m_lights.end(); it++) {
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@@ -173,7 +179,7 @@ void PhotonTracer::build_photon_map(Scene * s, const size_t n_photons_per_ligth,
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al = static_cast<AreaLight *>(l);
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#pragma omp parallel for schedule(dynamic, 1) private(l_sample, s_normal, h_sample, r1, r2, rr) shared(current)
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#pragma omp parallel for schedule(dynamic, 1) private(l_sample, s_normal, h_sample, r1, r2) shared(current)
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for (size_t p = 0; p < n_photons_per_ligth; p++) {
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if (!specular) {
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l_sample = al->sample_at_surface();
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@@ -181,15 +187,22 @@ void PhotonTracer::build_photon_map(Scene * s, const size_t n_photons_per_ligth,
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r1 = random01();
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r2 = random01();
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h_sample = sample_hemisphere(r1, r2);
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h_sample = normalize(sample_hemisphere(r1, r2));
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rotate_sample(h_sample, s_normal);
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rr = Ray(normalize(h_sample), l_sample + (h_sample * BIAS));
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ls = Vec3(l_sample.x, l_sample.y, l_sample.z);
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dir = Vec3(h_sample.x, h_sample.y, h_sample.z);
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ph = Photon(ls, dir, al->m_figure->m_mat->m_emission.r, al->m_figure->m_mat->m_emission.g, al->m_figure->m_mat->m_emission.b);
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} else {
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// TODO: Generate photon from light source in direction of specular reflective objects.
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}
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trace_photon(rr, s, 0, specular);
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#pragma omp critical
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{
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m_photon_map.addPhoton(ph);
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}
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trace_photon(ph, s, 0);
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#pragma omp atomic
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current++;
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@@ -203,21 +216,20 @@ void PhotonTracer::build_photon_map(Scene * s, const size_t n_photons_per_ligth,
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m_photon_map.buildKdTree();
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}
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vec3 PhotonTracer::trace_photon(Ray &r, Scene * s, const unsigned int rec_level, const bool specular) {
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void PhotonTracer::trace_photon(Photon & ph, Scene * s, const unsigned int rec_level) {
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Photon photon;
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float t, _t;
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float t, _t, red, green, blue;
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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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Vec3 p_pos;
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Ray mv_r, sr, rr;
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bool vis, is_area_light = false;
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vec3 n, color, i_pos, sample, ph_dir, ph_pos;
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Vec3 p_pos, p_dir;
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Ray r;
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float kr, r1, r2;
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AreaLight * al;
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t = numeric_limits<float>::max();
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_f = NULL;
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// Find the closest intersecting surface.
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r = Ray(ph.direction.x, ph.direction.y, ph.direction.z, ph.position.x, ph.position.y, ph.position.z);
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for (size_t f = 0; f < s->m_figures.size(); f++) {
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if (s->m_figures[f]->intersect(r, _t) && _t < t) {
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t = _t;
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@@ -231,142 +243,65 @@ vec3 PhotonTracer::trace_photon(Ray &r, Scene * s, const unsigned int rec_level,
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i_pos = r.m_origin + (t * r.m_direction);
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n = _f->normal_at_int(r, t);
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is_area_light = false;
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// Check if the object is an area light;
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for (vector<Light *>::iterator it = s->m_lights.begin(); it != s->m_lights.end(); it++) {
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if ((*it)->light_type() == Light::AREA && static_cast<AreaLight *>(*it)->m_figure == _f)
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is_area_light = true;
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}
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// If the object is an area light, return it's emission value.
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if (is_area_light) {
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p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z);
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photon = Photon(p_pos, _f->m_mat->m_emission.r, _f->m_mat->m_emission.g, _f->m_mat->m_emission.b);
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#pragma omp critical
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{
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m_photon_map.addPhoton(photon);
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}
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return _f->m_mat->m_emission;
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// Check if the material is not reflective/refractive.
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} else if (!_f->m_mat->m_refract) {
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// Calculate the direct lighting.
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for (size_t l = 0; l < s->m_lights.size(); l++) {
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// For every light source
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vis = true;
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if (s->m_lights[l]->light_type() == Light::INFINITESIMAL) {
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// Cast a shadow ray to determine visibility.
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sr = Ray(s->m_lights[l]->direction(i_pos), i_pos + (n * BIAS));
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for (size_t f = 0; f < s->m_figures.size(); f++) {
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if (s->m_figures[f]->intersect(sr, _t) && _t < s->m_lights[l]->distance(i_pos)) {
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vis = false;
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break;
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}
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}
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// Evaluate the shading model accounting for visibility.
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dir_diff_color += vis ? s->m_lights[l]->diffuse(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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dir_spec_color += vis ? s->m_lights[l]->specular(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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} else if (s->m_lights[l]->light_type() == Light::AREA) {
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// Cast a shadow ray towards a sample point on the surface of the light source.
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al = static_cast<AreaLight *>(s->m_lights[l]);
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al->sample_at_surface();
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sr = Ray(al->direction(i_pos), i_pos + (n * BIAS));
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for (size_t f = 0; f < s->m_figures.size(); f++) {
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// Avoid self-intersection with the light source.
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if (al->m_figure != s->m_figures[f]) {
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if (s->m_figures[f]->intersect(sr, _t) && _t < al->distance(i_pos)) {
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vis = false;
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break;
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}
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}
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}
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// Evaluate the shading model accounting for visibility.
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dir_diff_color += vis ? s->m_lights[l]->diffuse(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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dir_spec_color += vis ? s->m_lights[l]->specular(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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}
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}
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// Calculate indirect lighting contribution.
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if (!_f->m_mat->m_refract && rec_level < m_max_depth){
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if (rec_level < m_max_depth) {
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r1 = random01();
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r2 = random01();
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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, s, rec_level + 1) / PDF;
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normalize(sample);
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} else
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sample = vec3(0.0f);
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ph.getColor(red, green, blue);
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color = (1.0f - _f->m_mat->m_rho) * (vec3(red, green, blue) * (_f->m_mat->m_diffuse / pi<float>()));
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p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z);
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p_dir = Vec3(sample.x, sample.y, sample.z);
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photon = Photon(p_pos, p_dir, color.r, color.g, color.b);
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#pragma omp critical
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{
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m_photon_map.addPhoton(photon);
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}
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// Calculate environment light contribution
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vis = true;
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trace_photon(photon, s, rec_level + 1);
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}
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r1 = random01();
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r2 = random01();
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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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// Determine the specular reflection color.
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if (!_f->m_mat->m_refract && _f->m_mat->m_rho > 0.0f && rec_level < m_max_depth) {
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color = (_f->m_mat->m_rho) * vec3(red, green, blue);
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i_pos += n * BIAS;
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p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z);
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ph_dir = normalize(reflect(vec3(ph.direction.x, ph.direction.y, ph.direction.z), n));
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p_dir = Vec3(ph_dir.x, ph_dir.y, ph_dir.z);
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photon = Photon(p_pos, p_dir, color.r, color.g, color.b);
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trace_photon(photon, s, rec_level + 1);
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// Cast a shadow ray to determine visibility.
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for (size_t f = 0; f < s->m_figures.size(); f++) {
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if (s->m_figures[f]->intersect(rr, _t)) {
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vis = false;
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break;
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}
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}
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amb_color = vis ? s->m_env->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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//if (specular) {
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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, s, 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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//}
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} else {
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} else if (_f->m_mat->m_refract && rec_level >= m_max_depth) {
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// If the material has transmission enabled, calculate the Fresnel term.
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kr = fresnel(r.m_direction, n, r.m_ref_index, _f->m_mat->m_ref_index);
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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);
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color += kr * trace_ray(rr, s, rec_level + 1);
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} else if (rec_level >= m_max_depth)
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return vec3(0.0f);
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color = kr * vec3(red, green, blue);
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i_pos += n * BIAS;
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p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z);
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ph_dir = normalize(reflect(vec3(ph.direction.x, ph.direction.y, ph.direction.z), n));
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p_dir = Vec3(ph_dir.x, ph_dir.y, ph_dir.z);
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photon = Photon(p_pos, p_dir, color.r, color.g, color.b);
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trace_photon(photon, s, rec_level + 1);
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}
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// Determine the transmission color.
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if (_f->m_mat->m_refract && kr < 1.0f && rec_level < m_max_depth) {
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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);
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color += (1.0f - kr) * trace_ray(rr, s, rec_level + 1);
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} else if (rec_level >= m_max_depth)
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return vec3(0.0f);
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color = (1.0f - kr) * vec3(red, green, blue);
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i_pos -= n * (2 * BIAS);
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p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z);
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ph_dir = normalize(refract(vec3(ph.direction.x, ph.direction.y, ph.direction.z), n, ph.ref_index / _f->m_mat->m_ref_index));
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p_dir = Vec3(ph_dir.x, ph_dir.y, ph_dir.z);
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photon = Photon(p_pos, p_dir, color.r, color.g, color.b, _f->m_mat->m_ref_index);
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trace_photon(photon, s, rec_level + 1);
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}
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}
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color += _f->m_mat->m_emission;
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p_pos = Vec3(i_pos.x, i_pos.y, i_pos.z);
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photon = Photon(p_pos, color.r, color.g, color.b);
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#pragma omp critical
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{
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m_photon_map.addPhoton(photon);
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}
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// Return final color.
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return color;
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} else
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return s->m_env->get_color(r);
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}
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}
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