示例#1
0
Colord PerfectSpecular::sample(const HitPoint& hitPoint, const Vector3d& out, Vector3d& in) const {
  double normalDotOut = hitPoint.normal() * out;
  in = -out + hitPoint.normal() * 2.0 * normalDotOut;

  double normalDotIn = hitPoint.normal() * out;
  return reflectionColor() * reflectionCoefficient() / normalDotIn;
}
示例#2
0
Colord PhongMaterial::shade(const Raytracer* raytracer, const Rayd& ray, const HitPoint& hitPoint, State& state) const {
  auto texColor = diffuseTexture() ? diffuseTexture()->evaluate(ray, hitPoint) : Colord::black();

  Lambertian ambientBRDF(texColor, ambientCoefficient());
  Lambertian diffuseBRDF(texColor, diffuseCoefficient());

  Vector3d out = -ray.direction();
  auto color = ambientBRDF.reflectance(hitPoint, out) * raytracer->scene()->ambient();

  for (const auto& light : raytracer->scene()->lights()) {
    Vector3d in = light->direction(hitPoint.point());

    if (raytracer->scene()->intersects(Rayd(hitPoint.point(), in).epsilonShifted(), state)) {
      state.shadowHit(this, "PhongMaterial");
    } else {
      state.shadowMiss(this, "PhongMaterial");
      double normalDotIn = hitPoint.normal() * in;
      if (normalDotIn > 0.0) {
        color += (
          diffuseBRDF(hitPoint, out, in)
        + m_specularBRDF(hitPoint, out, in)
        ) * light->radiance() * normalDotIn;
      }
    }
  }

  return color;
}
示例#3
0
Colord TransparentMaterial::shade(const Raytracer* raytracer, const Rayd& ray, const HitPoint& hitPoint, State& state) const {
  Vector3d out = -ray.direction();
  Vector3d in;
  Colord reflectedColor = m_reflectiveBRDF.sample(hitPoint, out, in);
  Rayd reflected(hitPoint.point(), in);
  
  if (m_specularBTDF.totalInternalReflection(ray, hitPoint)) {
    return raytracer->rayColor(reflected.epsilonShifted(), state);
  } else {
    auto color = PhongMaterial::shade(raytracer, ray, hitPoint, state);
    
    Vector3d trans;
    Colord transmittedColor = m_specularBTDF.sample(hitPoint, out, trans);
    Rayd transmitted(hitPoint.point(), trans);
    
    state.recordEvent("TransparentMaterial: Tracing reflection");
    color += reflectedColor * raytracer->rayColor(reflected.epsilonShifted(), state) * fabs(hitPoint.normal() * in);
    
    state.recordEvent("TransparentMaterial: Tracing transmission");
    color += transmittedColor * raytracer->rayColor(transmitted.epsilonShifted(), state) * fabs(hitPoint.normal() * trans);
    
    return color;
  }
}