Adds rich transparency for shaders and implements if for light calculations
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dcae587b8c
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17fd35fe76
11 changed files with 120 additions and 26 deletions
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@ -20,8 +20,10 @@ Light::Illumination PointLight::illuminate(Scene const &scene, Ray const &ray) c
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lightRay.length = distance - LGT_EPS;
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// If the target is not in shadow...
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if (!scene.findOcclusion(lightRay))
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if (!scene.findOcclusion(lightRay)) {
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// ... compute the attenuation and light color
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illum.color = 1.0f / (distance * distance) * this->color * this->intensity;
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Color rayTransparency = scene.getTransparency(lightRay, distance);
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illum.color = 1.0f / (distance * distance) * this->color * this->intensity * rayTransparency;
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}
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return illum;
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}
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@ -28,7 +28,8 @@ Light::Illumination SpotLight::illuminate(Scene const &scene, Ray const &ray) co
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// ... and not in shadow ...
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if (!scene.findOcclusion(lightRay)) {
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// ... compute the attenuation and light color ...
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illum.color = 1.0f / (distance * distance) * this->color * this->intensity;
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Color rayTransparency = scene.getTransparency(lightRay, distance);
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illum.color = 1.0f / (distance * distance) * this->color * this->intensity * rayTransparency;
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// ... then compute the falloff towards the edge of the cone
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if (this->alphaMin < alpha)
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illum.color *= 1.0f - (alpha - this->alphaMin) / (this->alphaMax - this->alphaMin);
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@ -25,7 +25,9 @@ Light::Illumination SunLight::illuminate(Scene const &scene, Ray const &ray) con
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// Look at angleIntensity of light
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float angleIntensity = dotProduct(-ray.normal,
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this->direction); // 0 if light is behind surface, 1 if light is in front of surface
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illum.color = this->color * this->intensity * angleIntensity;
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Color rayTransparency = scene.getTransparency(lightRay, INFINITY);
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illum.color = this->color * this->intensity * angleIntensity * rayTransparency;
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}
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return illum;
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}
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@ -221,3 +221,27 @@ std::unique_ptr<Node> FastScene::build(Vector3d const &minimumBounds, Vector3d c
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node->child[1] = this->build(minimumSplit, maximumBounds, rightPrimitives, depth);
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return node;
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}
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Color FastScene::getTransparency(Ray &ray, float maxDistance) const
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{
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// TODO: Not taking advantage of the tree structure!
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ray.length = maxDistance;
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ray.primitive = nullptr;
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Color transparency(1, 1, 1);
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for (auto i: this->primitives())
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{
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Ray r = ray;
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if (i->intersect(r) && r.length < maxDistance && i->shader()->isTransparent())
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{
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r.length = maxDistance; // To allow transparency to be calculated partially for objects
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Color t = i->shader()->transparency(*this, r);
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transparency.r *= t.r;
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transparency.g *= t.g;
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transparency.b *= t.b;
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}
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}
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return transparency;
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}
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@ -28,6 +28,7 @@ public:
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// Raytracing functions
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bool findIntersection(Ray &ray) const override;
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bool findOcclusion(Ray &ray) const override;
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Color getTransparency(Ray &ray, float maxDistance) const override;
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int countNodeIntersections(const Ray &ray) const;
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// Setup functions
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@ -41,6 +41,7 @@ public:
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Color traceRay(Ray &ray) const;
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virtual bool findIntersection(Ray &ray) const = 0;
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virtual bool findOcclusion(Ray &ray) const = 0;
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virtual Color getTransparency(Ray &ray, float maxDistance) const = 0;
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protected:
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Color backgroundColor;
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@ -2,16 +2,40 @@
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#include "primitive/primitive.h"
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#include "shader/shader.h"
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bool SimpleScene::findIntersection(Ray &ray) const {
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bool hit = false;
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for (auto i : this->primitives())
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hit |= i->intersect(ray);
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return hit;
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bool SimpleScene::findIntersection(Ray &ray) const
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{
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bool hit = false;
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for (auto i: this->primitives())
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hit |= i->intersect(ray);
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return hit;
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}
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bool SimpleScene::findOcclusion(Ray &ray) const {
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for (auto i : this->primitives())
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if (i->intersect(ray) && !i->shader()->isTransparent())
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return true;
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return false;
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bool SimpleScene::findOcclusion(Ray &ray) const
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{
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for (auto i: this->primitives())
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if (i->intersect(ray) && !i->shader()->isTransparent())
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return true;
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return false;
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}
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Color SimpleScene::getTransparency(Ray &ray, float maxDistance) const
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{
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ray.length = maxDistance;
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ray.primitive = nullptr;
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Color transparency(1, 1, 1);
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for (auto i: this->primitives())
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{
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Ray r = ray;
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if (i->intersect(r) && r.length < maxDistance && i->shader()->isTransparent())
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{
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r.length = maxDistance; // To allow transparency to be calculated partially for objects
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Color t = i->shader()->transparency(*this, r);
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transparency.r *= t.r;
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transparency.g *= t.g;
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transparency.b *= t.b;
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}
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}
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return transparency;
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}
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@ -9,6 +9,7 @@ public:
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// Raytracing functions
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bool findIntersection(Ray &ray) const override;
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bool findOcclusion(Ray &ray) const override;
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Color getTransparency(Ray &ray, float maxDistance) const override;
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};
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#endif
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@ -1,7 +1,8 @@
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#include "scene/scene.h"
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#include "shader/refractionshader.h"
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RefractionShader::RefractionShader(float indexInside, float indexOutside, Color const &objectColor, float lightLoss) : indexInside(
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RefractionShader::RefractionShader(float indexInside, float indexOutside, Color const &objectColor, float lightLoss)
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: indexInside(
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indexInside), indexOutside(indexOutside), objectColor(objectColor), lightLoss(lightLoss)
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{}
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@ -52,14 +53,36 @@ Color RefractionShader::shade(Scene const &scene, Ray const &ray) const
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// Send out a new refracted ray into the scene
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Color hitColor = scene.traceRay(refractionRay);
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// Calculate light lost
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float lightRemaining = 1;
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if (refractionRay.primitive == ray.primitive) lightRemaining = 1 - lightLoss + exp(-refractionRay.length / 10) * lightLoss;
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if (ray.primitive == refractionRay.primitive) lightRemaining = remainingLightIntensity(refractionRay.length);
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return hitColor * objectColor * lightRemaining;
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}
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return Color(0.0f, 0.0f, 0.0f);
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}
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float RefractionShader::remainingLightIntensity(float distanceThroughObject) const
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{
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return 1 - lightLoss + exp(-distanceThroughObject / 10) * lightLoss;
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}
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bool RefractionShader::isTransparent() const
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{ return true; }
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Color RefractionShader::transparency(const Scene &scene, const Ray &ray) const
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{
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// Determine length through the object
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Ray lengthRay = ray;
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// Reset the ray
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lengthRay.length = INFINITY;
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lengthRay.primitive = nullptr;
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lengthRay.origin = ray.origin + (ray.length + REFR_EPS) * ray.direction;
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scene.traceRay(lengthRay);
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float transparencyDistance = std::min(ray.length, lengthRay.length);
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float lightRemaining = 1;
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if (ray.primitive == lengthRay.primitive) lightRemaining = remainingLightIntensity(transparencyDistance);
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return objectColor * lightRemaining;
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}
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@ -14,12 +14,15 @@ public:
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Color shade(Scene const &scene, Ray const &ray) const override;
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bool isTransparent() const override;
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Color transparency(Scene const &scene, Ray const &ray) const override;
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private:
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float indexInside;
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float indexOutside;
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float lightLoss;
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Color objectColor;
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float remainingLightIntensity(float distanceThroughObject) const;
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};
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#endif
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@ -7,17 +7,29 @@
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// Forward declarations
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class Scene;
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class Shader {
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class Shader
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{
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public:
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// Constructor / Desctructor
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Shader() = default;
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virtual ~Shader() = default;
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// Constructor / Desctructor
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Shader() = default;
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// Get
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virtual bool isTransparent() const { return false; }
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virtual ~Shader() = default;
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// Shader functions
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virtual Color shade(Scene const &scene, Ray const &ray) const = 0;
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// Get
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virtual bool isTransparent() const
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{ return false; }
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/**
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* Especially used for lighting calculations.
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* @brief Returns the light let through the shader in opposite direction of the given ray.
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* @param ray Origin and direction of the desired path.
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* @return 0 if the shader is opaque, 1 if the shader is transparent, for each color channel.
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*/
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virtual Color transparency(Scene const &scene, Ray const &ray) const
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{ return isTransparent() ? Color(1, 1, 1) : Color(0, 0, 0); }
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// Shader functions
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virtual Color shade(Scene const &scene, Ray const &ray) const = 0;
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};
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#endif
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