cloudy-raytracer/shader/cloudshader.cpp

86 lines
2.7 KiB
C++

#include "cloudshader.h"
#include "common/noise/cloudnoise.h"
#include "common/noise/perlinnoise.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 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
// Calculate step length
int noiseSamples = settings.densitySamples;
float stepLength = cloudLength / noiseSamples;
// Step through cloud
float transmittance = 1.0f;
for (int i = 0; i < noiseSamples; ++i)
{
// Get sample point
Vector3d samplePoint = hitPoint + i * stepLength * ray.direction;
// Get data at point
float sampleDensity = getCloudDensity(samplePoint) * stepLength;
transmittance *= exp(-sampleDensity * stepLength * settings.densityAbsorption);
}
// 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 background * transmittance + (1.0f - transmittance) * settings.cloudColor;
}
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;
}