cloudy-raytracer/shader/toneshader.cpp

64 lines
2.1 KiB
C++

#include <random>
#include "toneshader.h"
ToneShader::ToneShader(std::shared_ptr<Light> light, const Color &highlightColor, const Color &midtoneColor, const Color &shadowColor,
float edgeFade)
: light(light),
highlightColor(highlightColor),
midtoneColor(midtoneColor),
shadowColor(shadowColor),
edgeFade(edgeFade)
{
}
Color ToneShader::shade(const Scene &scene, const Ray &ray) const
{
float brightness;
// Look at light
Light::Illumination illum;
illum = light->illuminate(scene, ray);
if (illum.color.r < 0.01f)
// Light does not reach the surface
brightness = 0;
else
// Look at angle of light
brightness = dotProduct(illum.direction,
-ray.normal); // 0 if light is behind surface, 1 if light is in front of surface
// Get the tone color base on the brightness
float const HIGHLIGHT_THRESHOLD = 0.95f;
float const MIDTONE_HIGHLIGHT_THRESHOLD = HIGHLIGHT_THRESHOLD - 0.2f * edgeFade;
float const SHADOW_MIDTONE_THRESHOLD = 0.01f;
float const MIDTONE_THRESHOLD = SHADOW_MIDTONE_THRESHOLD + 0.4f * edgeFade;
// Used for transitions
std::random_device dev;
std::uniform_real_distribution<float> randomDistribution(0, 1);
Color tone;
if (brightness > HIGHLIGHT_THRESHOLD)
{
tone = highlightColor;
} else if (brightness > MIDTONE_HIGHLIGHT_THRESHOLD)
{
float transition =
(brightness - MIDTONE_HIGHLIGHT_THRESHOLD) / (HIGHLIGHT_THRESHOLD - MIDTONE_HIGHLIGHT_THRESHOLD);
tone = highlightColor * transition + midtoneColor * (1 - transition);
} else if (brightness > MIDTONE_THRESHOLD)
{
tone = midtoneColor;
} else if (brightness > SHADOW_MIDTONE_THRESHOLD)
{
float transition = (brightness - SHADOW_MIDTONE_THRESHOLD) / (MIDTONE_THRESHOLD - SHADOW_MIDTONE_THRESHOLD);
tone = midtoneColor * transition + shadowColor * (1 - transition);
} else
{
tone = shadowColor;
}
return tone;
}