Some experiments and interesting filters
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144
shader/toneshader.cpp
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144
shader/toneshader.cpp
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#include <random>
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#include "toneshader.h"
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ToneShader::ToneShader(const Color &highlightColor, const Color &midtoneColor, const Color &shadowColor,
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float edgeNoise)
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: highlightColor(highlightColor),
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midtoneColor(midtoneColor),
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shadowColor(shadowColor),
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edgeNoise(edgeNoise)
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{
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}
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Color ToneShader::shade(const Scene &scene, const Ray &ray) const
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{
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Color fragmentColor;
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float brightness;
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// Look at first interesting light
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for (const auto &light: scene.lights())
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{
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Light::Illumination illum;
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illum = light->illuminate(scene, ray);
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if (illum.distance == 0.0f)
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continue; // Skip ambient light
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if (illum.color.r < 0.01f)
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// Light does not reach the surface
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brightness = 0;
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else
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// Look at angle of light
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brightness = dotProduct(illum.direction,
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-ray.normal); // 0 if light is behind surface, 1 if light is in front of surface
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break; // No other light needed
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}
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// Accumulate the light over all light sources
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// for (const auto &light: scene.lights())
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// {
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// Light::Illumination illum;
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// illum = light->illuminate(scene, ray);
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//
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// float const NdotL = std::max(0.0f, dotProduct(-illum.direction, ray.normal));
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// if (NdotL <= 0.0f)
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// continue;
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//
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// // Diffuse term
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// Color const diffuse = this->highlightColor / float(PI);
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// fragmentColor += diffuse * NdotL * illum.color;
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//
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// // Cook-Torrance term
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// // half angle vector
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// Vector3d const H = normalized(-illum.direction - ray.direction);
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// float const NdotH = std::max(0.0f, dotProduct(ray.normal, H));
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// float const NdotV = std::max(0.0f, dotProduct(ray.normal, -ray.direction));
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// float const VdotH = std::max(0.0f, dotProduct(-ray.direction, H));
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//
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// if (NdotV * NdotL > EPSILON)
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// {
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// fragmentColor += NdotL * illum.color;
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// }
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// }
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// Accumulate the light over all light sources
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// for (const auto &light : scene.lights()) {
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// Light::Illumination const illum = light->illuminate(scene, ray);
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// // Diffuse term
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// Color const diffuse = this->highlightColor * std::max(dotProduct(-illum.direction, ray.normal), 0.0f);
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// fragmentColor += diffuse * illum.color;
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// }
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// return fragmentColor;
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// for (const auto &light: scene.lights())
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// brightness += light->illuminate(scene, ray).color.r > 0.01f; // Basically count the light sources that hit
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//
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// brightness /= scene.lights().size();
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// for (const auto &light: scene.lights())
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// fragmentColor += light->illuminate(scene, ray).color;
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//
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// brightness = (fragmentColor.r
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// + fragmentColor.g
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// + fragmentColor.b) / 3;
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// Handle peak brightness
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// float const PEAK_AREA = 0.0f;
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// float peak = brightness - 1;
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// brightness *= 1 - PEAK_AREA;
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// if (peak > 0)
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// brightness = 1 - PEAK_AREA + PEAK_AREA * 2 * (1 / (exp(-peak / 10.0f) + 1) - 0.5f);
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// float viewFactor = std::acos(dotProduct(ray.direction, -ray.normal)) / float(PI); // 0 if normal is facing the view, 1 if normal is facing away from the view
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// viewFactor = pow(viewFactor, 3) * 20;
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// if (viewFactor > 1)
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// viewFactor = 1;
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//
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// brightness = pow(brightness, 1 + 3 * viewFactor);
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// brightness = pow(brightness, 2);
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// return brightness * Color(1, 1, 1);
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// Get the tone color base on the brightness
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float const HIGHLIGHT_THRESHOLD = 0.95f;
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float const MIDTONE_HIGHLIGHT_THRESHOLD = HIGHLIGHT_THRESHOLD - 0.2f * edgeNoise;
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float const SHADOW_MIDTONE_THRESHOLD = 0.01f;
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float const MIDTONE_THRESHOLD = SHADOW_MIDTONE_THRESHOLD + 0.4f * edgeNoise;
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// Used for transitions
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std::random_device dev;
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std::uniform_real_distribution<float> randomDistribution(0, 1);
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Color tone;
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if (brightness > HIGHLIGHT_THRESHOLD)
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{
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tone = highlightColor;
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} else if (brightness > MIDTONE_HIGHLIGHT_THRESHOLD)
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{
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float transition =
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(brightness - MIDTONE_HIGHLIGHT_THRESHOLD) / (HIGHLIGHT_THRESHOLD - MIDTONE_HIGHLIGHT_THRESHOLD);
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if (randomDistribution(dev) < transition)
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tone = highlightColor;
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else
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tone = midtoneColor;
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} else if (brightness > MIDTONE_THRESHOLD)
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{
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tone = midtoneColor;
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} else if (brightness > SHADOW_MIDTONE_THRESHOLD)
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{
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float transition = (brightness - SHADOW_MIDTONE_THRESHOLD) / (MIDTONE_THRESHOLD - SHADOW_MIDTONE_THRESHOLD);
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if (randomDistribution(dev) < transition)
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tone = midtoneColor;
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else
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tone = shadowColor;
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} else
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{
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tone = shadowColor;
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}
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return tone;
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}
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32
shader/toneshader.h
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32
shader/toneshader.h
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#ifndef CG1_TRACER_TONESHADER_H
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#define CG1_TRACER_TONESHADER_H
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#include "common/color.h"
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#include "shader.h"
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#include "light/light.h"
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#include "scene/scene.h"
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class ToneShader : public Shader
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{
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public:
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// Constructor
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ToneShader(Color const &highlightColor = Color(1, 1, 1),
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Color const &midtoneColor = Color(0.5, 0.5, 0.5),
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Color const &shadowColor = Color(0, 0, 0),
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float edgeNoise = 1.0f);
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// Shader functions
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virtual Color shade(Scene const &scene, Ray const &ray) const;
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protected:
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Color const highlightColor;
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Color const midtoneColor;
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Color const shadowColor;
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float const edgeNoise;
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};
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#endif //CG1_TRACER_TONESHADER_H
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