Clouds still bad
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d7c093944d
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79446c289b
3 changed files with 38 additions and 26 deletions
11
fancy1.cpp
11
fancy1.cpp
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@ -29,9 +29,10 @@ int main()
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{
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FastScene scene;
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scene.setBackgroundColor(Color(0.529f, 0.808f, 0.922f) * 1.0f);
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// scene.setBackgroundColor(Color(1, 0.79f, 0.62f) * 0.8f);
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// Add lights
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auto mainLight = std::make_shared<SunLight>(Vector3d(-1.0f, -0.5f, -1.0f), 5.0f, Color(1, 0.79f, 0.62f));
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auto mainLight = std::make_shared<SunLight>(Vector3d(-1.0f, -0.5f, -1.0f), 2.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f));
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scene.add(mainLight);
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// scene.add(std::make_shared<AmbientLight>(0.3f));
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// auto light = std::make_shared<PointLight>(Vector3d(25.0f, 10.0f, 25.0f), 100.0f);
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@ -43,10 +44,10 @@ int main()
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// busShader);
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// Refraction boxes
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auto boxShader = std::make_shared<RefractionShader>(1.05f, 1, Color(1,1,0), 0.7f);
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scene.add(std::make_shared<Box>(Vector3d(5.0f, 3.0f, 10.0f), Vector3d(3.0f, 3.0f, 3.0f), boxShader));
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auto boxShader1 = std::make_shared<RefractionShader>(1.05f, 1, Color(0,1,1), 0.7f);
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scene.add(std::make_shared<Box>(Vector3d(9.0f, 3.0f, 12.0f), Vector3d(3.0f, 3.0f, 3.0f), boxShader1));
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// auto boxShader = std::make_shared<RefractionShader>(1.05f, 1, Color(1,1,0), 0.7f);
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// scene.add(std::make_shared<Box>(Vector3d(5.0f, 3.0f, 10.0f), Vector3d(3.0f, 3.0f, 3.0f), boxShader));
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// auto boxShader1 = std::make_shared<RefractionShader>(1.05f, 1, Color(0,1,1), 0.7f);
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// scene.add(std::make_shared<Box>(Vector3d(9.0f, 3.0f, 12.0f), Vector3d(3.0f, 3.0f, 3.0f), boxShader1));
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// Add floor
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auto floorShader = std::make_shared<SimpleShadowShader>(Color(0.9f, 0.9f, 0.9f));
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@ -33,10 +33,10 @@ Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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// Calculate step length
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int noiseSamples = settings.densitySamples;
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float stepLength = cloudLength / noiseSamples;
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float stepLength = cloudLength / (float) noiseSamples;
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// Step through cloud
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float transmittance = 1;
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float accumulatedDensity = 0.0f;
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Color cloudColor = Color(0, 0, 0);
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for (int i = 0; i < noiseSamples; ++i)
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{
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@ -49,14 +49,14 @@ Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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if (sampleDensity > 0)
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{
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cloudColor += lightMarch(scene, samplePoint, lengthDirection) * stepLength * sampleDensity;
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cloudColor += lightMarch(scene, samplePoint, lengthDirection, ray.primitive) * sampleDensity;
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}
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transmittance *= exp(-sampleDensity * stepLength * settings.lightAbsorptionThroughCloud);
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if (transmittance < TRANSMITTANCE_BREAK) break; // Cloud is effectively opaque
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accumulatedDensity += sampleDensity;
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}
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float transmittance = exp(-accumulatedDensity * settings.lightAbsorptionThroughCloud);
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return background * transmittance + cloudColor;
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}
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@ -84,15 +84,17 @@ float CloudShader::getCloudDensity(Vector3d point) const
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return density;
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}
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Color CloudShader::lightMarch(const Scene &scene, Vector3d currentInCloudPosition, Vector3d lengthDistance) const
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Color CloudShader::lightMarch(const Scene &scene, Vector3d currentInCloudPosition, Vector3d lengthDistance,
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const Primitive *cloudObject) const
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{
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Color cloudColor;
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Color cloudColor = Color(0, 0, 0);
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// For alle lights
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for (const auto &light: scene.lights())
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{
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Ray ray = Ray(currentInCloudPosition - lengthDistance, normalized(lengthDistance));
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ray.length = length(lengthDistance);
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ray.primitive = cloudObject;
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auto illumination = light->illuminate(scene, ray);
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// Handle ambient lights
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@ -106,22 +108,30 @@ Color CloudShader::lightMarch(const Scene &scene, Vector3d currentInCloudPositio
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Ray lightRay;
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lightRay.origin = currentInCloudPosition;
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lightRay.direction = illumination.direction;
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lightRay.primitive = cloudObject;
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lightRay.length = 0; // Starting in cloud itself
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float density = this->rayDensity(lightRay, illumination.distance);
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density *= settings.lightAbsorptionTowardsLight;
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// Proper light calculation
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float transmittance = exp(-density) * (1 - exp(-density * 2));
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float transmittance = getDensityTransmittance(density);
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float scatter = scatterFactor(normalized(lengthDistance), illumination.direction);
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float factor = settings.darknessThreshold + (scatter * transmittance) * (1 - settings.darknessThreshold); // (transmittance * scatter)
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// TODO: Back to default
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float factor = settings.darknessThreshold +
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(1.0f - settings.darknessThreshold) * (1); // (transmittance * scatter)
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cloudColor += factor * illumination.color;
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}
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return cloudColor;
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}
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float CloudShader::getDensityTransmittance(float density) const
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{
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return exp(-density) * (1 - exp(-density * 2)) / 0.4f;
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}
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Color CloudShader::transparency(const Scene &scene, const Ray &ray, float maxLength) const
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{
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float density = rayDensity(ray, maxLength);
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@ -163,9 +173,7 @@ float CloudShader::rayDensity(const Ray &ray, float maxLength) const
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Vector3d samplePoint = startPoint + i * stepLength * ray.direction;
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// Get data at point
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float sampleDensity = getCloudDensity(samplePoint) * stepLength;
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density += sampleDensity * stepLength;
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density += getCloudDensity(samplePoint) * stepLength;
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}
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// If there is length left, check if it is in the cloud recursively
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@ -189,7 +197,7 @@ float CloudShader::rayDensity(const Ray &ray, float maxLength) const
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float CloudShader::scatterFactor(Vector3d visualRay, Vector3d illuminationRay) const
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{
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// The asymmetry parameter
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float g = 0.7f;
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float g = settings.scatterWeight;
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// The angle between the visual and illumination rays
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float cosTheta = dotProduct(visualRay, illuminationRay);
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@ -16,12 +16,13 @@ struct CloudSettings
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int lightSamples = 100;
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float scale = 10;
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float densityOffset = -0.57f;
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float densityIntensity = 7.0f;
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float darknessThreshold = 0.07f;
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float shadowIntensity = 0.8f;
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float densityIntensity = 7.0f; // 7.0f
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float darknessThreshold = 0.2f; // 0.07f
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float shadowIntensity = 0.6f;
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float shadowLightAbsorption = 1;
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float lightAbsorptionTowardsLight = 0.94f;
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float lightAbsorptionThroughCloud = 0.85f;
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float lightAbsorptionTowardsLight = 1.0f;
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float lightAbsorptionThroughCloud = 0.5f;
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float scatterWeight = 0.5f;
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};
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class CloudShader : public Shader
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@ -43,13 +44,15 @@ private:
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float getCloudDensity(Vector3d point) const;
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Color lightMarch(const Scene &scene, Vector3d currentInCloudPosition, Vector3d lengthDistance) const;
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Color lightMarch(const Scene &scene, Vector3d currentInCloudPosition, Vector3d lengthDistance, const Primitive *cloudObject) const;
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float rayDensity(const Ray &ray, float maxLength) const;
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float scatterFactor(Vector3d visualRay, Vector3d illuminationRay) const;
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float HenyeyGreenstein(float cosTheta, float g) const;
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float getDensityTransmittance(float density) const;
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};
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