cloudy-raytracer/shader/cloudshader.cpp

154 lines
4.6 KiB
C++
Raw Normal View History

#include "cloudshader.h"
2023-01-24 06:44:20 +01:00
#include "common/noise/cloudnoise.h"
Color CloudShader::shade(const Scene &scene, const Ray &ray) const
{
Vector3d hitPoint = ray.origin + ray.direction * ray.length; // Potentially add epsilon
// Collect getNoise through the cloud
float cloudLength = 0.0f; // Length of cloud in ray direction
// Get background color behind cloud and information about the clouds length
Ray cloudRay = ray;
cloudRay.origin = ray.origin + (ray.length + REFR_EPS) * ray.direction;
cloudRay.length = INFINITY;
cloudRay.primitive = nullptr;
// Get out of cloud primitive first
if (ray.primitive->intersect(cloudRay))
{
// Get length
cloudLength = cloudRay.length;
// Prepare ray for background color
cloudRay.setRemainingBounces(cloudRay.getRemainingBounces() + 1);
cloudRay.origin = cloudRay.origin + (cloudRay.length + REFR_EPS) * cloudRay.direction;
cloudRay.length = INFINITY;
cloudRay.primitive = nullptr;
}
Color background = scene.traceRay(cloudRay);
if (cloudLength == 0.0f) return background; // No cloud or at edge
2023-01-24 11:18:03 +01:00
// Calculate step length
int noiseSamples = settings.densitySamples;
float stepLength = cloudLength / noiseSamples;
// Step through cloud
float transmittance = 1.0f;
2023-01-24 19:38:12 +01:00
Color cloudColor = Color(1, 1, 1);
2023-01-24 11:18:03 +01:00
for (int i = 0; i < noiseSamples; ++i)
{
2023-01-24 11:18:03 +01:00
// Get sample point
Vector3d samplePoint = hitPoint + i * stepLength * ray.direction;
2023-01-24 11:18:03 +01:00
// Get data at point
float sampleDensity = getCloudDensity(samplePoint) * stepLength;
if (sampleDensity > REFR_EPS) {
cloudColor += lightMarch(scene, samplePoint, ray);
}
2023-01-24 11:18:03 +01:00
transmittance *= exp(-sampleDensity * stepLength * settings.densityAbsorption);
2023-01-24 19:38:12 +01:00
if (transmittance <= TRANSMITTANCE_BREAK) break; // No need to continue
2023-01-24 11:18:03 +01:00
}
2023-01-24 19:38:12 +01:00
return background * transmittance + (1.0f - transmittance) * cloudColor;
}
bool CloudShader::isTransparent() const
{
return true;
}
CloudShader::CloudShader(const CloudSettings &settings) : settings(settings),
cloudNoise(CloudNoise(NOISE_SIZE))
{
2023-01-24 06:26:24 +01:00
cloudNoise.invert = true;
}
float CloudShader::getCloudDensity(Vector3d point) const
{
point /= settings.scale;
2023-01-24 06:26:24 +01:00
float density = cloudNoise.getNoise(point);
// Threshold
// TODO: Smooth out!
density = std::max(0.0f, density - settings.densityTreshold) * settings.densityIntensity;
return density;
}
2023-01-24 19:38:12 +01:00
Color CloudShader::lightMarch(const Scene &scene, Vector3d position, const Ray &ray) const
{
Color cloudColor;
// For alle lights
for (const auto &light: scene.lights())
{
auto illumination = light->illuminate(scene, position);
// Handle ambient lights
if (illumination.distance == 0.0f) {
cloudColor += illumination.color;
continue;
}
2023-01-24 19:38:12 +01:00
// Light ray
Ray lightRay;
lightRay.origin = position;
lightRay.direction = illumination.direction;
lightRay.length = 0; // Starting in cloud itself
2023-01-24 19:38:12 +01:00
Color transparency = this->transparency(scene, lightRay, illumination.distance);
cloudColor += transparency * illumination.color;
}
2023-01-24 19:38:12 +01:00
return cloudColor;
}
2023-01-24 19:38:12 +01:00
Color CloudShader::transparency(const Scene &scene, const Ray &ray, float maxLength) const
{
Vector3d startPoint = ray.origin + ray.direction * (ray.length + 0.0001f);
2023-01-24 19:38:12 +01:00
// Determine length of cloud
float cloudLength = 0.0f;
2023-01-24 19:38:12 +01:00
Ray cloudRay = ray;
cloudRay.origin = startPoint;
cloudRay.length = INFINITY;
cloudRay.primitive = nullptr;
2023-01-24 19:38:12 +01:00
// Get out of cloud primitive first
2023-01-25 00:07:44 +01:00
if (ray.primitive != nullptr && !ray.primitive->intersect(cloudRay) || cloudRay.length == INFINITY || cloudRay.length <= 0)
{
// Something went wrong
return Color(1, 1, 1);
}
cloudLength = std::min(cloudRay.length, maxLength - ray.length);
// Calculate step length
int noiseSamples = settings.lightSamples;
float stepLength = cloudLength / noiseSamples;
// Step through cloud
float transmittance = 1.0f;
for (int i = 0; i < noiseSamples; ++i)
{
// Get sample point
Vector3d samplePoint = startPoint + i * stepLength * ray.direction;
2023-01-24 19:38:12 +01:00
// Get data at point
float sampleDensity = getCloudDensity(samplePoint) * stepLength;
transmittance *= exp(-sampleDensity * stepLength);
if (transmittance <= TRANSMITTANCE_BREAK) break; // No need to continue
2023-01-24 19:38:12 +01:00
}
transmittance = 1 - (1 - transmittance) * settings.shadowIntensity;
return Color(1, 1, 1) * transmittance;
2023-01-24 19:38:12 +01:00
}