Merge branch 'master' into multithread_renderer
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commit
e4ab07b4c6
3 changed files with 61 additions and 27 deletions
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@ -1,4 +1,5 @@
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#include <array>
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#include <cmath>
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#include "light/light.h"
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#include "scene/scene.h"
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#include "shader/brdfshader.h"
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@ -8,6 +9,8 @@ BrdfShader::BrdfShader(char const *fileName, Color const &scale)
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Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
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Color illuminationColor;
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/*
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* Arvids Code
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static auto rebase = [](Vector3d const &axis_x,
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Vector3d const &axis_y,
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Vector3d const &axis_z,
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@ -35,6 +38,9 @@ Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
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for (auto &light: scene.lights()) {
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auto illum = light->illuminate(scene, ray);
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if (dotProduct(ray.normal, illum.direction) <= EPSILON) {
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continue;
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}
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auto axis = orthoNormalized(ray.normal, ray.direction, illum.direction);
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auto axis_y = std::get<0>(axis);
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@ -42,16 +48,50 @@ Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
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auto axis_z = std::get<2>(axis);
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auto N = normalized(rebase(axis_x, axis_y, axis_z, ray.normal));
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auto D = normalized(rebase(axis_x, axis_y, axis_z, ray.direction));
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auto L = normalized(rebase(axis_x, axis_y, axis_z, illum.direction));
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auto D = normalized(rebase(axis_x, axis_y, axis_z, -ray.direction));
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auto L = normalized(rebase(axis_x, axis_y, axis_z, -illum.direction));
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D = axis_y * D.y + axis_z * D.z;
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L = axis_y * L.y + axis_z * L.z;
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illuminationColor += brdf->lookupBrdfValues(std::acos(dotProduct(illum.direction, ray.normal)),
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0,
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std::acos(dotProduct(ray.direction, ray.normal)),
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illuminationColor += brdf->lookupBrdfValues(std::acos(dotProduct(ray.normal, -ray.direction)),
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0.0f,
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std::acos(dotProduct(illum.direction, ray.normal)),
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std::acos(dotProduct(D, L)));
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}
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*/
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// IMPLEMENT ME
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for(auto& light : scene.lights()){
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Light::Illumination illum = light->illuminate(scene, ray);
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Vector3d invertedDirection = -ray.direction;
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Vector3d invertedIllum = -illum.direction;
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// the dot-product cant be negative otherwise the light ray would come from the inside
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if(dotProduct(invertedIllum, ray.normal) < 0)
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continue;
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// Calculate coordinate System
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Vector3d axisX = crossProduct(invertedDirection, ray.normal);
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Vector3d axisY = crossProduct(axisX, ray.normal);
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// Project ray.direction and illum.direction into plane
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Vector2d projectedIllum = Vector2d(dotProduct(axisX, invertedIllum), dotProduct(axisY, invertedIllum));
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Vector2d projectedDirection = Vector2d(dotProduct(axisX, invertedDirection), dotProduct(axisY, invertedDirection));
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// get Z coordinate for theta angles
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double coordinateZDirection = dotProduct(ray.normal, invertedDirection);
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double coordinateZIllum = dotProduct(ray.normal, invertedIllum);
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// calculate theta1 and 2
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double theta1Correct = std::atan2(length(projectedDirection), coordinateZDirection);
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double theta2Correct = std::atan2(length(projectedIllum), coordinateZIllum);
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// calculate phi
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double phi = std::atan2(projectedIllum.u, projectedIllum.v);
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illuminationColor += brdf->lookupBrdfValues(theta1Correct, 0.0, theta2Correct, phi);
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}
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return illuminationColor;
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}
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@ -23,36 +23,30 @@ Color CookTorranceShader::shade(Scene const &scene, Ray const &ray) const {
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auto NH = dotProduct(N, H);
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auto VH = dotProduct(V, H);
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//Cook-Torrance diffuse Term
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float rhoD = 1.0f / PI;
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//Cook-Torrance Specular Term
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//F = Fresnel; D = microfacet Distribution; G = Geometrical factor
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float rhoS = F(VH) * D(NH) * G(NH, NV, VH, NL) / (4 * NV * NL);
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//BRDF
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Color rhoBD = diffuseColor * rhoD + ctColor * rhoS;
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auto rhoS = F(VH) * D(NH) * G(NH, NV, VH, NL) / (4 * NV * NL);
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auto rhoPD = diffuseColor * rhoD + ctColor * rhoS;
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fragmentColor += illum.color * std::abs(NL) * rhoPD;
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fragmentColor += illum.color * std::abs(NL) * rhoBD;
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}
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return diffuseColor * fragmentColor;
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}
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float CookTorranceShader::D(float NdotH) const {
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float divisor = 4.0f * m * m * std::pow(cos(NdotH), 4);
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float exponent = std::pow(tan(NdotH) / m, 2);
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return 1 / divisor * std::exp(- 1.0f * exponent);
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float divisor = 4.0f * m * m * std::pow(NdotH, 4.0f);
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float exponent = (NdotH * NdotH - 1.0f) / (m * m * NdotH * NdotH);
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return 1 / divisor * std::exp(exponent);
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}
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float CookTorranceShader::F(float VdotH) const {
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return F0 + (1 - F0) * std::pow(1 - VdotH, 5);
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return F0 + (1.0f - F0) * std::pow(1.0f - VdotH, 5.0f);
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}
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float CookTorranceShader::G(float NdotH, float NdotV, float VdotH, float NdotL) const {
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if (std::abs(NdotL) < 0.1f) {
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return std::min(1.0f, std::min(2 * NdotH * NdotV / VdotH, 2 * NdotH * NdotL / VdotH));
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} else if (std::abs(NdotV) < 0.1f) {
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return 2 * NdotH * NdotL / VdotH;
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} else {
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return 1;
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}
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}
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@ -14,11 +14,11 @@ Color PhongShader::shade(Scene const &scene, Ray const &ray) const {
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for (auto &light: scene.lights()) {
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auto illum = light->illuminate(scene, ray);
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Vector3d omegaI = normalized(illum.direction);
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Vector3d omegaR = 2 * dotProduct(omegaI, ray.normal) * ray.normal - omegaI;
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float cosPsi = std::max(0.0f, dotProduct(ray.direction, omegaR));
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fragmentColor += illum.color * diffuseCoefficient * diffuseColor / PI
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+ illum.color * specularCoefficient * specularColor * std::pow(cosPsi, shininessExponent);
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Vector3d reflection = 2 * dotProduct(illum.direction, ray.normal) * ray.normal - illum.direction;
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Color diffuse = diffuseCoefficient * dotProduct(illum.direction, -ray.normal) * diffuseColor;
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Color specular = specularCoefficient * specularColor
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* std::pow(dotProduct(ray.direction, reflection), shininessExponent);
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fragmentColor += illum.color * diffuse + illum.color * specular;
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}
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return fragmentColor;
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