Example #1
0
void PhotonMapper::forwardPassRay(Ray ray, int x, int y, float weight, int depth){
	Intersection is;
	if (weight > 0 && depth < maxForwardPassDepth && mScene->intersect(ray, is)){
		Hitpoint* hp = new Hitpoint();
		hp->pixelX = x;
		hp->pixelY = y;
		hp->is = is;
		hp->radius = startRadius;
		

		Color reflectedC, refractedC, emittedC;
		Material* m = is.mMaterial;
		float reflectivity = m->getReflectivity(is);
		float transparency = m->getTransparency(is);
		float diffuse = (1.0f - reflectivity - transparency)*weight;
		hp->pixelWeight = (1.0f - reflectivity - transparency) * weight;
		if (reflectivity > 0.0f) {
			Ray reflectedRay = is.getReflectedRay();
			forwardPassRay(reflectedRay, x, y, reflectivity * weight, depth+1);
		}
		if (transparency > 0.0f) {
			Ray refractedRay = is.getRefractedRay();
			forwardPassRay(refractedRay, x, y, transparency * weight, depth+1);
		}

		if (diffuse){
			for (int i = 0; i < mScene->getNumberOfLights(); ++i){
				PointLight* l = mScene->getLight(i);
				if (!mScene->intersect(is.getShadowRay(l))){
					Vector3D lightVec = l->getWorldPosition() - is.mPosition;
					float d2 = lightVec.length2();
					lightVec.normalize();
					Color radiance = l->getRadiance();
					Color brdf = is.mMaterial->evalBRDF(is, lightVec);
					float angle = max(lightVec * is.mNormal, 0.0f);
					hp->directIllumination += radiance * brdf * angle / d2;
				}
			}
			vec.push_back(hp);
		}
	}
}
Example #2
0
void PhotonMapper::photonTracingPass(){
	for (int i = 0; i < mScene->getNumberOfLights(); ++i){
		PointLight* l = mScene->getLight(i);
		for (int i = 0; i < numberPhotons; ++i){
			
			Vector3D dir(uniform() * 2 - 1, uniform() * 2 - 1, uniform() * 2 - 1);
			while(dir.length2() > 1.0f){
				dir = Vector3D(uniform() * 2 - 1, uniform() * 2 - 1, uniform() * 2 - 1);
			}
			dir.normalize();

			Ray ray;
			ray.orig = l->getWorldPosition();
			ray.dir = dir;

			Color startFlux = l->getRadiance() * 4.0f * M_PI;

			trace(ray, 0, startFlux);
		}
	}
}
Example #3
0
PVScene::PVScene(Scene *scene) {
    glGenVertexArrays(1, &vertexArray);
    glBindVertexArray(vertexArray);

    GLCHECK();

    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);

    GLCHECK();

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
    glEnableVertexAttribArray(3);

    glVertexAttribPointer(0, 3, GL_FLOAT, false, 64, (void *)0);
    glVertexAttribPointer(1, 3, GL_FLOAT, false, 64, (void *)16);
    glVertexAttribPointer(2, 3, GL_FLOAT, false, 64, (void *)32);
    glVertexAttribPointer(3, 2, GL_FLOAT, false, 64, (void *)48);

    GLCHECK();

    std::vector<Vertex> vertices;

    int vertexCount = 0;
    int vertexOffset = 0;
    int curr_material = scene->getTriangles()[0].material_id;

    for (Triangle & tri : scene->getTriangles()) {
        if (curr_material != tri.material_id) {
            addMesh(scene, curr_material, vertexOffset, vertexCount);

            vertexOffset += vertexCount;
            vertexCount = 0;
            curr_material = tri.material_id;
        }

        vertices.push_back(tri.v[0]);
        vertices.push_back(tri.v[1]);
        vertices.push_back(tri.v[2]);

        vertexCount += 3;
    }

    addMesh(scene, curr_material, vertexOffset, vertexCount);

    Camera *camera = scene->getCamera();
    viewMatrix = lookAtLH(camera->getPosition(), camera->getTarget(), camera->getUp());
    projectionMatrix = perspectiveLH(camera->getFOV(), camera->getAspectRatio(), 0.1f, 100.0f);

    GLCHECK();

    glBufferData(GL_ARRAY_BUFFER,
        vertices.size() * sizeof(Vertex),
        &vertices[0],
        GL_DYNAMIC_DRAW);

    GLCHECK();

    glBindVertexArray(0);

    GLCHECK();

    for (int i = 0; i < scene->getNumLights(); i++) {
        PointLight *light = (PointLight *)scene->getLight(i);

        lights.push_back(new PVLight(light->getPosition(), light->getRadiance()));
    }

    shader = new PVShader(vs3d_source, fs3d_source);

    GLCHECK();
}