2023-01-24 05:22:40 +01:00
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#ifndef CG1_TRACER_CLOUDSHADER_H
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#define CG1_TRACER_CLOUDSHADER_H
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#include "scene/scene.h"
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#include "shader.h"
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#include "primitive/primitive.h"
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#include "common/noise/worleynoise.h"
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2023-01-24 07:52:55 +01:00
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int const NOISE_SIZE = 128;
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2023-01-24 05:22:40 +01:00
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struct CloudSettings
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{
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int densitySamples = 100;
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2023-01-24 08:35:10 +01:00
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float scale = 10;
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2023-01-24 05:22:40 +01:00
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float densityTreshold = 0.55f;
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float densityIntensity = 2.5f;
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2023-01-24 11:18:03 +01:00
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float densityAbsorption = 2;
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2023-01-24 08:39:13 +01:00
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Color cloudColor = Color(1, 1, 1);
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2023-01-24 05:22:40 +01:00
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};
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class CloudShader : public Shader
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{
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public:
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CloudShader(CloudSettings const &settings = CloudSettings());
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// Shader functions
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Color shade(Scene const &scene, Ray const &ray) const;
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private:
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CloudSettings settings;
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bool isTransparent() const;
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2023-01-24 06:26:24 +01:00
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Noise cloudNoise;
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2023-01-24 05:22:40 +01:00
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float getCloudDensity(Vector3d point) const;
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};
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#endif //CG1_TRACER_CLOUDSHADER_H
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