Some more adjustments to clouds
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0c7071524a
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4 changed files with 24 additions and 20 deletions
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@ -6,7 +6,7 @@ CloudNoise::CloudNoise(int size) : Noise(size)
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{
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// Some worley noises
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WorleyNoise worleyNoise1(size, 3);
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WorleyNoise worleyNoise3(size, 8);
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WorleyNoise worleyNoise3(size, 15);
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// Some perlin noises
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PerlinNoise perlinNoise1(size, 3);
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@ -44,11 +44,12 @@ int main()
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// Add box for volume shader
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auto cloudSettings = CloudSettings();
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cloudSettings.scale = 10.0f;
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cloudSettings.densityIntensity = 3.0f;
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cloudSettings.densityTreshold = 0.55f;
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cloudSettings.scale = 15.0f;
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cloudSettings.densityIntensity = 10.0f;
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cloudSettings.densityTreshold = 0.49f;
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cloudSettings.densityAbsorption = 0.9f;
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auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
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scene.add(std::make_shared<Box>(Vector3d(5.0f, 6.0f, 5.0f), Vector3d(50.0f, 4.0f, 50.0f), cloudShader));
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scene.add(std::make_shared<Box>(Vector3d(5.0f, 8.0f, 5.0f), Vector3d(50.0f, 5.0f, 50.0f), cloudShader));
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// build the tree
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scene.buildTree();
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@ -1,5 +1,6 @@
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#include "cloudshader.h"
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#include "common/noise/cloudnoise.h"
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#include "common/noise/perlinnoise.h"
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Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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@ -7,7 +8,6 @@ Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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Vector3d hitPoint = ray.origin + ray.direction * ray.length; // Potentially add epsilon
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// Collect getNoise through the cloud
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float accumulatedNoise = 0.0f;
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float cloudLength = 0.0f; // Length of cloud in ray direction
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// Get background color behind cloud and information about the clouds length
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@ -32,19 +32,22 @@ Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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if (cloudLength == 0.0f) return background; // No cloud or at edge
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// Get getNoise through cloud
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int const NOISE_SAMPLES = settings.densitySamples;
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float stepWeight = cloudLength / (float) NOISE_SAMPLES;
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for (int i = 0; i < NOISE_SAMPLES; ++i)
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{
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float progress = (float) i / (float) NOISE_SAMPLES;
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Vector3d samplePoint = hitPoint + progress * cloudLength * ray.direction;
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float sampleDensity = getCloudDensity(samplePoint);
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accumulatedNoise += sampleDensity * stepWeight;
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}
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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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// Pre-processs accumulated getNoise
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float cloudDensity = exp(-accumulatedNoise * settings.densityAbsorption);
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// Step through cloud
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float transmittance = 1.0f;
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for (int i = 0; i < noiseSamples; ++i)
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{
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// Get sample point
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Vector3d samplePoint = hitPoint + 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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transmittance *= exp(-sampleDensity * stepLength * settings.densityAbsorption);
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}
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// Add some ambient and diffuse lighting
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// cloud += scene.ambientLight() * material.ambient();
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@ -56,7 +59,7 @@ Color CloudShader::shade(const Scene &scene, const Ray &ray) const
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// cloud += material.cloud() * illumination.cloud * diffuse;
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// }
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return background * cloudDensity + (1.0f - cloudDensity) * settings.cloudColor;
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return background * transmittance + (1.0f - transmittance) * settings.cloudColor;
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}
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bool CloudShader::isTransparent() const
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@ -14,7 +14,7 @@ struct CloudSettings
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float scale = 10;
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float densityTreshold = 0.55f;
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float densityIntensity = 2.5f;
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float densityAbsorption = 1;
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float densityAbsorption = 2;
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Color cloudColor = Color(1, 1, 1);
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};
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