Removes wrong intial value for density
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cc5b66e338
commit
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2 changed files with 4 additions and 6 deletions
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@ -28,10 +28,10 @@
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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) * 0.2f);
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scene.setBackgroundColor(Color(0.529f, 0.808f, 0.922f) * 1.0f);
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// Add lights
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auto mainLight = std::make_shared<SunLight>(Vector3d(-1.0f, -0.5f, -1.0f), 10.0f, Color(1, 0.79f, 0.62f));
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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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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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@ -137,8 +137,6 @@ float CloudShader::rayDensity(const Ray &ray, float maxLength) const
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Vector3d startPoint = ray.origin + ray.direction * (ray.length + 0.0001f);
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// Determine length of cloud
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float cloudLength = 0.0f;
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Ray cloudRay = ray;
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cloudRay.origin = startPoint;
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cloudRay.length = INFINITY;
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@ -151,14 +149,14 @@ float CloudShader::rayDensity(const Ray &ray, float maxLength) const
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// Something went wrong => No density
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return 0;
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}
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cloudLength = std::min(cloudRay.length, maxLength - ray.length);
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float cloudLength = std::min(cloudRay.length, maxLength - ray.length);
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// Calculate step length
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int noiseSamples = settings.lightSamples;
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float stepLength = cloudLength / (float) noiseSamples;
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// Step through cloud
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float density = 1.0f;
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float density = 0.0f;
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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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