Merge branch 'master' into multithread_renderer

This commit is contained in:
arvid schröder 2022-11-29 00:58:17 +01:00
commit d26e59155d
2 changed files with 19 additions and 21 deletions

View file

@ -14,9 +14,9 @@ Color CookTorranceShader::shade(Scene const &scene, Ray const &ray) const {
for (auto &light: scene.lights()) {
auto illum = light->illuminate(scene, ray);
auto N = ray.normal;
auto H = Vector3d{};
auto V = ray.direction;
auto L = illum.direction;
auto H = normalized(V + L);
auto NV = dotProduct(N, V);
auto NL = dotProduct(N, L);
@ -27,32 +27,32 @@ Color CookTorranceShader::shade(Scene const &scene, Ray const &ray) const {
auto rhoS = F(VH) * D(NH) * G(NH, NV, VH, NL) / (PI * NV * NL);
auto rhoS = F(VH) * D(NH) * G(NH, NV, VH, NL) / (4 * NV * NL);
auto rhoPD = diffuseColor * rhoD + ctColor * rhoS;
fragmentColor += illum.color * rhoPD;
fragmentColor += illum.color * std::abs(NL) * rhoPD;
}
return fragmentColor * diffuseColor;
return diffuseColor * fragmentColor;
}
float CookTorranceShader::D(float NdotH) const {
float divisor = 4.0f * m * m * std::pow(cos(NdotH), 4);
float exponent = -std::pow(tan(NdotH) / 2, 2);
return 1 / divisor * std::exp(exponent);
float exponent = std::pow(tan(NdotH) / m, 2);
return 1 / divisor * std::exp(- 1.0f * exponent);
}
float CookTorranceShader::F(float VdotH) const {
return 0.1f;
return F0 + (1 - F0) * std::pow(1 - VdotH, 5);
}
float CookTorranceShader::G(float NdotH, float NdotV, float VdotH, float NdotL) const {
return 1;
if (std::abs(NdotL) < 0.1f) {
return std::min(1.0f, std::min(2 * NdotH * NdotV / VdotH, 2 * NdotH * NdotL / VdotH));
} else if (std::abs(NdotV) < 0.1f) {
return 2 * NdotH * NdotL / VdotH;
} else {
return 1;
}
}

View file

@ -14,13 +14,11 @@ Color PhongShader::shade(Scene const &scene, Ray const &ray) const {
for (auto &light: scene.lights()) {
auto illum = light->illuminate(scene, ray);
auto omegaI = normalized(illum.direction);
auto omegaR = 2 * dotProduct(omegaI, ray.normal) * ray.normal - omegaI;
auto cosPsi = dotProduct(ray.direction, omegaR);
auto colorI = diffuseCoefficient * diffuseColor / PI +
(specularCoefficient * specularColor * std::pow(cosPsi, shininessExponent));
fragmentColor += illum.color * colorI;
Vector3d omegaI = normalized(illum.direction);
Vector3d omegaR = 2 * dotProduct(omegaI, ray.normal) * ray.normal - omegaI;
float cosPsi = std::max(0.0f, dotProduct(ray.direction, omegaR));
fragmentColor += illum.color * diffuseCoefficient * diffuseColor / PI
+ illum.color * specularCoefficient * specularColor * std::pow(cosPsi, shininessExponent);
}
return fragmentColor;