Files
PhotonMF/sampling.cpp

73 lines
1.8 KiB
C++

#include <random>
#include <chrono>
#include <functional>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include "sampling.hpp"
using std::uniform_real_distribution;
using std::mt19937;
using std::bind;
using glm::mat3;
using glm::abs;
using glm::normalize;
using glm::cross;
using glm::radians;
using glm::pi;
const float PDF = (1.0f / (2.0f * pi<float>()));
static bool seeded = false;
static uniform_real_distribution<float> dist(0, 1);
static mt19937 engine;
static auto generator = bind(dist, engine);
float random01() {
if (!seeded)
engine.seed(std::chrono::system_clock::now().time_since_epoch().count());
return generator();
}
vec2 sample_pixel(int i, int j, float w, float h, float a_ratio, float fov) {
float pxNDC;
float pyNDC;
float pxS;
float pyS;
pyNDC = (static_cast<float>(i) + random01()) / h;
pyS = (1.0f - (2.0f * pyNDC)) * glm::tan(radians(fov / 2.0f));
pxNDC = (static_cast<float>(j) + random01()) / w;
pxS = (2.0f * pxNDC) - 1.0f;
pxS *= a_ratio * glm::tan(radians(fov / 2.0f));
return vec2(pxS, pyS);
}
/* Sampling functions pretty much taken from scratchapixel.com */
void create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) {
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 sample_hemisphere(const float r1, float r2) {
float sin_t = glm::sqrt(1.0f - (r1 * r1));
float phi = 2 * pi<float>() * r2;
float x = sin_t * glm::cos(phi);
float z = sin_t * glm::sin(phi);
return vec3(x, r1, z);
}
void rotate_sample(vec3 & sample, const vec3 & n) {
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);
}