cloudy-raytracer/shader/cloudshader.h

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#ifndef CG1_TRACER_CLOUDSHADER_H
#define CG1_TRACER_CLOUDSHADER_H
#include "scene/scene.h"
#include "shader.h"
#include "primitive/primitive.h"
#include "common/noise/worleynoise.h"
int const NOISE_SIZE = 32;
struct CloudSettings
{
int densitySamples = 100;
float scale = 1;
float densityTreshold = 0.55f;
float densityIntensity = 2.5f;
float densityAbsorption = 1;
Color cloudColor = Color(0.7f, 0.7f, 0.7f);
Color wispyColor = Color(0.9f, 0.9f, 0.9f);
float wispyIntensity = 0.3f;
};
class CloudShader : public Shader
{
public:
CloudShader(CloudSettings const &settings = CloudSettings());
// Shader functions
Color shade(Scene const &scene, Ray const &ray) const;
private:
CloudSettings settings;
bool isTransparent() const;
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Noise cloudNoise;
float getCloudDensity(Vector3d point) const;
float fitToNoise(float point) const;
};
#endif //CG1_TRACER_CLOUDSHADER_H