BRDF shader works better now but stil not correct

This commit is contained in:
m.gaedke 2022-12-01 20:28:21 +01:00
parent aac668b094
commit 65810ae975

View file

@ -1,4 +1,5 @@
#include <array>
#include <cmath>
#include "light/light.h"
#include "scene/scene.h"
#include "shader/brdfshader.h"
@ -8,6 +9,8 @@ BrdfShader::BrdfShader(char const *fileName, Color const &scale)
Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
Color illuminationColor;
/*
* Arvids Code
static auto rebase = [](Vector3d const &axis_x,
Vector3d const &axis_y,
Vector3d const &axis_z,
@ -55,6 +58,40 @@ Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
std::acos(dotProduct(illum.direction, ray.normal)),
std::acos(dotProduct(D, L)));
}
*/
// IMPLEMENT ME
return illuminationColor * scale;
for(auto& light : scene.lights()){
Light::Illumination illum = light->illuminate(scene, ray);
Vector3d invertedDirection = -ray.direction;
Vector3d invertedIllum = -illum.direction;
// the dot-product cant be negative otherwise the light ray would come from the inside
if(dotProduct(invertedIllum, ray.normal) < 0)
continue;
// Calculate coordinate System
Vector3d axisX = crossProduct(invertedDirection, ray.normal);
Vector3d axisY = crossProduct(axisX, ray.normal);
// Project ray.direction and illum.direction into plane
Vector2d projectedIllum = Vector2d(dotProduct(axisX, invertedIllum), dotProduct(axisY, invertedIllum));
Vector2d projectedDirection = Vector2d(dotProduct(axisX, invertedDirection), dotProduct(axisY, invertedDirection));
// get Z coordinate for theta angles
double coordinateZDirection = dotProduct(ray.normal, invertedDirection);
double coordinateZIllum = dotProduct(ray.normal, invertedIllum);
// calculate theta1 and 2
double theta1Correct = std::atan2(length(projectedDirection), coordinateZDirection);
double theta2Correct = std::atan2(length(projectedIllum), coordinateZIllum);
// calculate phi
double phi = std::atan2(projectedIllum.u, projectedIllum.v);
illuminationColor += brdf->lookupBrdfValues(theta1Correct, 0.0, theta2Correct, phi);
}
return illuminationColor;
}