#include "cloudshader.h" #include "common/noise/cloudnoise.h" Color CloudShader::shade(const Scene &scene, const Ray &ray) const { Vector3d hitPoint = ray.origin + ray.direction * ray.length; // Potentially add epsilon // Collect getNoise through the cloud float accumulatedNoise = 0.0f; float cloudLength = 0.0f; // Length of cloud in ray direction // Get background color behind cloud and information about the clouds length Ray cloudRay = ray; cloudRay.origin = ray.origin + (ray.length + REFR_EPS) * ray.direction; cloudRay.length = INFINITY; cloudRay.primitive = nullptr; // Get out of cloud primitive first if (ray.primitive->intersect(cloudRay)) { // Get length cloudLength = cloudRay.length; // Prepare ray for background color cloudRay.setRemainingBounces(cloudRay.getRemainingBounces() + 1); cloudRay.origin = cloudRay.origin + (cloudRay.length + REFR_EPS) * cloudRay.direction; cloudRay.length = INFINITY; cloudRay.primitive = nullptr; } Color background = scene.traceRay(cloudRay); if (cloudLength == 0.0f) return background; // No cloud or at edge // Get getNoise through cloud int const NOISE_SAMPLES = settings.densitySamples; float stepWeight = cloudLength / (float) NOISE_SAMPLES; for (int i = 0; i < NOISE_SAMPLES; ++i) { float progress = (float) i / (float) NOISE_SAMPLES; Vector3d samplePoint = hitPoint + progress * cloudLength * ray.direction; float sampleDensity = getCloudDensity(samplePoint); accumulatedNoise += sampleDensity * stepWeight; } // Pre-processs accumulated getNoise // accumulatedNoise /= (float) NOISE_SAMPLES; float cloudDensity = exp(-accumulatedNoise * settings.densityAbsorption); return background * cloudDensity; if (accumulatedNoise < 1 - settings.densityTreshold) { accumulatedNoise = 0; } else { // Fade out the getNoise accumulatedNoise = (accumulatedNoise - (1 - settings.densityTreshold)) / settings.densityTreshold; } // return accumulatedNoise * Color(1, 1, 1); // Use the getNoise to control the densityTreshold of the clouds Color cloud = background * (1.0f - accumulatedNoise) + settings.cloudColor * accumulatedNoise; // Use the getNoise to add some wispy details to the clouds cloud += settings.wispyColor * (accumulatedNoise * settings.wispyIntensity); // Add some ambient and diffuse lighting // cloud += scene.ambientLight() * material.ambient(); // for (const auto &light: scene.lights()) // { // Light::Illumination illumination = light->illuminate(scene, ray); // if (illumination.distance == 0.0f) continue; // Skip ambient light // float diffuse = dotProduct(normal, illumination.direction); // cloud += material.cloud() * illumination.cloud * diffuse; // } return cloud; } bool CloudShader::isTransparent() const { return true; } CloudShader::CloudShader(const CloudSettings &settings) : settings(settings), cloudNoise(cloudnoise(NOISE_SIZE)) { cloudNoise.invert = true; } float CloudShader::getCloudDensity(Vector3d point) const { point /= settings.scale; float density = cloudNoise.getNoise(point); // Treshold density = std::max(0.0f, density - settings.densityTreshold) * settings.densityIntensity; return density; }