#include #include #include "tracer.hpp" using namespace glm; const vec3 BCKG_COLOR = vec3(0.0f, 0.2f, 0.6f); float Tracer::random01() const { return static_cast(rand()) / static_cast(RAND_MAX); } float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const { float cos_t1 = dot(i, n); float cos_t2 = dot(normalize(refract(i, n, ir1 / ir2)), n); float sin_t2 = (ir1 / ir2) * sqrt(1.0f - (cos_t2 * cos_t2)); if (sin_t2 >= 1.0f) return 1.0f; float fr_par = ((ir2 * cos_t1) - (ir1 * cos_t2)) / ((ir2 * cos_t1) + (ir1 * cos_t2)); float fr_per = ((ir1 * cos_t2) - (ir2 * cos_t1)) / ((ir1 * cos_t2) + (ir2 * cos_t1)); return ((fr_par * fr_par) + (fr_per * fr_per)) / 2.0f; } vec2 Tracer::sample_pixel(int i, int j) const { float pxNDC; float pyNDC; float pxS; float pyS; pyNDC = (static_cast(i) + random01()) / m_h; pyS = (1.0f - (2.0f * pyNDC)) * tan(radians(m_fov / 2)); pxNDC = (static_cast(j) + random01()) / m_w; pxS = (2.0f * pxNDC) - 1.0f; pxS *= m_a_ratio * tan(radians(m_fov / 2)); return vec2(pxS, pyS); } /* Helper functions pretty much taken from scratchapixel.com */ void Tracer::create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) const { if (abs(n.x) > abs(n.y)) nt = normalize(vec3(n.z, 0.0f, -n.x)); else nt = normalize(vec3(0.0f, -n.z, n.y)); nb = normalize(cross(n, nt)); } vec3 Tracer::sample_hemisphere(const float r1, const float r2) const { float sin_t = sqrt(1.0f - (r1 * r1)); float phi = 2 * pi() * r2; float x = sin_t * cos(phi); float z = sin_t * sin(phi); return vec3(x, r1, z); } void Tracer::rotate_sample(vec3 & sample, const vec3 & n) const { vec3 nt, nb; mat3 rot_m; create_coords_system(n, nt, nb); sample = vec3(sample.x * nb.x + sample.y * n.x + sample.z * nt.x, sample.x * nb.y + sample.y * n.y + sample.z * nt.y, sample.x * nb.z + sample.y * n.z + sample.z * nt.z); }