Added direct diffuse lighting.
This commit is contained in:
33
tracer.cpp
33
tracer.cpp
@@ -1,3 +1,4 @@
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#include <iostream>
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#include <limits>
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#include <cstdlib>
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#include <cmath>
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@@ -8,8 +9,17 @@
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using namespace std;
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using std::numeric_limits;
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using glm::normalize;
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using glm::radians;
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using glm::dot;
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static const vec3 BCKG_COLOR = vec3(0.16f, 0.66f, 0.72f);
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static inline float max(float a, float b) {
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return a >= b ? a : b;
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}
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static inline float random01() {
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return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
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}
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@@ -35,23 +45,32 @@ vec2 Tracer::sample_pixel(int i, int j) const {
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}
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vec3 Tracer::trace_ray(Ray & r, vector<Figure *> & vf, vector<Light *> & vl, unsigned int rec_level) const {
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float t;
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float _t;
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float t, _t, n_dot_l;
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Figure * _f;
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vec3 n;
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vec3 n, color, i_pos;
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vec3 light_dir;
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t = numeric_limits<float>::max();
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_f = NULL;
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for (size_t f = 0; f < vf.size(); f++) {
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if (vf[f]->intersect(r, _t, n) && _t < t) {
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if (vf[f]->intersect(r, _t) && _t < t) {
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t = _t;
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_f = vf[f];
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}
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}
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if (_f != NULL)
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return _f->color;
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else
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i_pos = r.m_origin + (t * r.m_direction);
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if (_f != NULL) {
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for (size_t l = 0; l < vl.size(); l++) {
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n = _f->normal_at_int(r, t);
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light_dir = vl[l]->m_position;
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n_dot_l = max(dot(n, light_dir), 0.0);
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color += (_f->color / 3.1416f) * vl[l]->m_diffuse * n_dot_l;
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}
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return color;
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} else
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return vec3(BCKG_COLOR);
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}
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