#include "light/light.h" #include "scene/scene.h" #include "shader/cooktorranceshader.h" CookTorranceShader::CookTorranceShader(Color const &diffCol, Color const &ctCol, float IOR, float roughness, float diffCoeff, float ctCoeff) : diffuseColor(diffCol * diffCoeff), ctColor(ctCol * ctCoeff), F0(IOR), m(roughness) {} Color CookTorranceShader::shade(Scene const &scene, Ray const &ray) const { Color fragmentColor; // IMPLEMENT ME for (auto &light: scene.lights()) { auto illum = light->illuminate(scene, ray); auto N = ray.normal; auto V = ray.direction; auto L = illum.direction; auto H = normalized(V + L); auto NV = dotProduct(N, V); auto NL = dotProduct(N, L); auto NH = dotProduct(N, H); auto VH = dotProduct(V, H); //Cook-Torrance diffuse Term float rhoD = 1.0f / PI; //Cook-Torrance Specular Term //F = Fresnel; D = microfacet Distribution; G = Geometrical factor float rhoS = F(VH) * D(NH) * G(NH, NV, VH, NL) / (4 * NV * NL); //BRDF Color rhoBD = diffuseColor * rhoD + ctColor * rhoS; fragmentColor += illum.color * std::abs(NL) * rhoBD; } return diffuseColor * fragmentColor; } float CookTorranceShader::D(float NdotH) const { float divisor = 4.0f * m * m * std::pow(NdotH, 4.0f); float exponent = (NdotH * NdotH - 1.0f) / (m * m * NdotH * NdotH); return 1 / divisor * std::exp(exponent); } float CookTorranceShader::F(float VdotH) const { return F0 + (1.0f - F0) * std::pow(1.0f - VdotH, 5.0f); } float CookTorranceShader::G(float NdotH, float NdotV, float VdotH, float NdotL) const { return std::min(1.0f, std::min(2 * NdotH * NdotV / VdotH, 2 * NdotH * NdotL / VdotH)); }