Moved BRDF to material definition.

This commit is contained in:
Miguel Angel Astor Romero
2017-01-12 13:38:42 -04:00
parent 8c33e46b3d
commit f7f912ff82
13 changed files with 23 additions and 23 deletions

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@@ -1,6 +1,6 @@
CXX = g++ CXX = g++
TARGET = ray TARGET = ray
OBJECTS = main.o disk.o plane.o sphere.o directional_light.o point_light.o tracer.o path_tracer.o whitted_tracer.o phong_brdf.o OBJECTS = main.o disk.o plane.o sphere.o directional_light.o phong_brdf.o point_light.o tracer.o path_tracer.o whitted_tracer.o
DEPENDS = $(OBJECTS:.o=.d) DEPENDS = $(OBJECTS:.o=.d)
CXXFLAGS = -ansi -pedantic -Wall -DGLM_FORCE_RADIANS -fopenmp CXXFLAGS = -ansi -pedantic -Wall -DGLM_FORCE_RADIANS -fopenmp
LDLIBS = -lfreeimage LDLIBS = -lfreeimage

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@@ -5,7 +5,6 @@
#include <glm/vec3.hpp> #include <glm/vec3.hpp>
#include "ray.hpp" #include "ray.hpp"
#include "material.hpp"
using glm::vec3; using glm::vec3;

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@@ -21,9 +21,9 @@ inline float DirectionalLight::distance(vec3 point) {
} }
vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
return m_brdf->diffuse(m_position, normal, r, m_diffuse); return m.m_brdf->diffuse(m_position, normal, r, m_diffuse);
} }
vec3 DirectionalLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { vec3 DirectionalLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
return m_brdf->specular(m_position, normal, r, m_specular, m.m_shininess); return m.m_brdf->specular(m_position, normal, r, m_specular, m.m_shininess);
} }

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@@ -8,7 +8,7 @@ class DirectionalLight: public Light {
public: public:
DirectionalLight(): Light() { } DirectionalLight(): Light() { }
DirectionalLight(BRDF * _brdf, vec3 _p, vec3 _d, vec3 _s): Light(_brdf, _p, _d, _s) { } DirectionalLight(vec3 _p, vec3 _d, vec3 _s): Light(_p, _d, _s) { }
virtual vec3 direction(vec3 point); virtual vec3 direction(vec3 point);
virtual float distance(vec3 point); virtual float distance(vec3 point);

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@@ -4,27 +4,22 @@
#include <glm/vec3.hpp> #include <glm/vec3.hpp>
#include "brdf.hpp"
#include "phong_brdf.hpp"
#include "ray.hpp"
#include "material.hpp" #include "material.hpp"
#include "ray.hpp"
using glm::vec3; using glm::vec3;
class Light { class Light {
public: public:
BRDF * m_brdf;
vec3 m_position; vec3 m_position;
vec3 m_diffuse; vec3 m_diffuse;
vec3 m_specular; vec3 m_specular;
Light(): m_brdf(static_cast<BRDF *>(new PhongBRDF())), m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { } Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
Light(BRDF * _brdf, vec3 _p, vec3 _d, vec3 _s): m_brdf(_brdf), m_position(_p), m_diffuse(_d), m_specular(_s) { } Light(vec3 _p, vec3 _d, vec3 _s): m_position(_p), m_diffuse(_d), m_specular(_s) { }
virtual ~Light() { virtual ~Light() { }
delete m_brdf;
}
virtual vec3 direction(vec3 point) = 0; virtual vec3 direction(vec3 point) = 0;
virtual float distance(vec3 point) = 0; virtual float distance(vec3 point) = 0;

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@@ -88,6 +88,7 @@ int main(int argc, char ** argv) {
scene_2(figures, lights, i_model_view); scene_2(figures, lights, i_model_view);
// Create the tracer object.
if (g_tracer == WHITTED) if (g_tracer == WHITTED)
tracer = static_cast<Tracer *>(new WhittedTracer(g_h, g_w, g_fov, g_max_depth)); tracer = static_cast<Tracer *>(new WhittedTracer(g_h, g_w, g_fov, g_max_depth));
else if(g_tracer == MONTE_CARLO) else if(g_tracer == MONTE_CARLO)

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@@ -4,6 +4,9 @@
#include <glm/vec3.hpp> #include <glm/vec3.hpp>
#include "brdf.hpp"
#include "phong_brdf.hpp"
using glm::vec3; using glm::vec3;
class Material { class Material {
@@ -14,10 +17,11 @@ public:
float m_shininess; float m_shininess;
float m_ref_index; float m_ref_index;
bool m_refract; bool m_refract;
float kd; BRDF * m_brdf;
float ks;
Material(): m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_rho(0.0f), m_shininess(89.0f), m_ref_index(1.0f), m_refract(false), kd(0.4f), ks(0.4f) { } Material(BRDF * _brdf = NULL): m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_rho(0.0f), m_shininess(89.0f), m_ref_index(1.0f), m_refract(false) {
m_brdf = _brdf != NULL ? _brdf : static_cast<BRDF *>(new PhongBRDF());
}
Material(const Material & m) { Material(const Material & m) {
m_diffuse = m.m_diffuse; m_diffuse = m.m_diffuse;
@@ -26,6 +30,7 @@ public:
m_shininess = m.m_shininess; m_shininess = m.m_shininess;
m_ref_index = m.m_ref_index; m_ref_index = m.m_ref_index;
m_refract = m.m_refract; m_refract = m.m_refract;
m_brdf = m.m_brdf;
} }
}; };

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@@ -88,7 +88,7 @@ vec3 PathTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *
amb_color = vis ? BCKG_COLOR * max(dot(n, rr.m_direction), 0.0f) / PDF : vec3(0.0f); amb_color = vis ? BCKG_COLOR * max(dot(n, rr.m_direction), 0.0f) / PDF : vec3(0.0f);
} }
color += ((dir_diff_color + ind_color + amb_color) * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_diffuse * dir_spec_color); color += ((dir_diff_color + ind_color + amb_color) * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_specular * dir_spec_color);
// Determine the specular reflection color. // Determine the specular reflection color.
if (_f->m_mat.m_rho > 0.0f && rec_level < m_max_depth) { if (_f->m_mat.m_rho > 0.0f && rec_level < m_max_depth) {

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@@ -4,7 +4,7 @@
#include "brdf.hpp" #include "brdf.hpp"
class PhongBRDF: public BRDF{ class PhongBRDF: public BRDF {
public: public:
PhongBRDF() { } PhongBRDF() { }
virtual ~PhongBRDF() { } virtual ~PhongBRDF() { }

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@@ -28,7 +28,7 @@ vec3 PointLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
l_dir = normalize(l_dir); l_dir = normalize(l_dir);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d))); att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return att * m_brdf->diffuse(l_dir, normal, r, m_diffuse); return att * m.m_brdf->diffuse(l_dir, normal, r, m_diffuse);
} }
vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
@@ -40,5 +40,5 @@ vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const
l_dir = normalize(l_dir); l_dir = normalize(l_dir);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d))); att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return att * m_brdf->specular(l_dir, normal, r, m_specular, m.m_shininess); return att * m.m_brdf->specular(l_dir, normal, r, m_specular, m.m_shininess);
} }

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@@ -12,7 +12,7 @@ public:
PointLight(): Light(), m_const_att(1.0f), m_lin_att(0.0f), m_quad_att(0.0f) { } PointLight(): Light(), m_const_att(1.0f), m_lin_att(0.0f), m_quad_att(0.0f) { }
PointLight(BRDF * _brdf, vec3 _p, vec3 _d, vec3 _s, float _c, float _l, float _q): Light(_brdf, _p, _d, _s), m_const_att(_c), m_lin_att(_l), m_quad_att(_q) { } PointLight(vec3 _p, vec3 _d, vec3 _s, float _c, float _l, float _q): Light(_p, _d, _s), m_const_att(_c), m_lin_att(_l), m_quad_att(_q) { }
virtual vec3 direction(vec3 point); virtual vec3 direction(vec3 point);
virtual float distance(vec3 point); virtual float distance(vec3 point);

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@@ -55,7 +55,7 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
dir_spec_color += vis ? v_lights[l]->specular(n, r, i_pos, _f->m_mat) : vec3(0.0f); dir_spec_color += vis ? v_lights[l]->specular(n, r, i_pos, _f->m_mat) : vec3(0.0f);
} }
color += (dir_diff_color * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_diffuse * dir_spec_color); color += (dir_diff_color * (_f->m_mat.m_diffuse / pi<float>())) + (_f->m_mat.m_specular * dir_spec_color);
// Determine the specular reflection color. // Determine the specular reflection color.
if (_f->m_mat.m_rho > 0.0f && rec_level < m_max_depth) { if (_f->m_mat.m_rho > 0.0f && rec_level < m_max_depth) {