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shaders.cpp
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shaders.cpp
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#include "shaders.h"
#include "bvh.h"
#include <cmath>
#define ETA_AIR 1
#define MAX_DEPTH 10
#include <iostream>
namespace shaders
{
rgbColor phong::operator()(ambientLight a, std::list<light*> * l, object * obj, ray3d viewRay, access_n::access * getObject, F64 x, F64 y, UInt64 depth) const
{
if(depth > MAX_DEPTH)
{
return rgbColor(0,0,0,true);
}
else if(obj)
{
point intersPoint = obj->intersect(viewRay);
if(intersPoint.x == INVALID_COORDINATE)
{
return a.background(x, y);
}
vec3d N = obj->normal(viewRay, intersPoint, viewRay.start);
rgbColor out = obj->color()*a.color();
for (auto m = l->begin(); m != l->end(); m++)
{
vec3d L = (*m)->getDirection(intersPoint).unit();
//shadow casting
if((*getObject)(ray3d(intersPoint, L), obj)) //if there is an object to speak of
continue;//std::cout << (*getObject)(ray3d(intersPoint, L), obj) << std::endl; //dont do specular and all that jazz
//coloring
vec3d R = L.rotate(N, PI); //rotate the L vec 180 deg (PI rad) around the normal vec to get the reflection
vec3d V =-1*viewRay.direction.unit();
F64 LDotN = L.dot(N);
if(LDotN > 0)
{
F64 RDotV = R.dot(V);
if(RDotV > 0)
{
out = out + LDotN*obj->color()*(*m)->color() + pow(RDotV, obj->shininess())*obj->specular()*(*m)->color();
}
else
{
out = out + LDotN*obj->color()*(*m)->color();
}
}
}
return out;
}
else
{
return a.background(x, y);
}
}
rgbColor reflection::operator()(ambientLight a, std::list<light*> * l, object * obj, ray3d viewRay, access_n::access * getObject, F64 x, F64 y, UInt64 depth) const
{
if(depth > MAX_DEPTH)
{
return rgbColor(1,1,1,true);
}
else if(obj)
{
point intersPoint = obj->intersect(viewRay);
if(intersPoint.x == INVALID_COORDINATE)
{
return a.background(x, y);
}
vec3d N = obj->normal(viewRay, intersPoint, viewRay.start);
rgbColor out = obj->color()*a.color();
vec3d V =-1*viewRay.direction.unit();
//transparency treated as a marker for reflectivity (for convienience, may fix later)
if(obj->transparency() == 0)
{
for (auto m = l->begin(); m != l->end(); m++)
{
rgbColor outTemp(0,0,0,true);
vec3d L = (*m)->getDirection(intersPoint).unit();
//shadows, assumed no transparency
if((*getObject)(ray3d(intersPoint, L), obj))
continue;
//coloring
vec3d R = L.rotate(N, PI); //rotate the L vec 180 deg (PI rad) around the normal vec to get the reflection
F64 LDotN = L.dot(N);
if(LDotN > 0)
{
F64 RDotV = R.dot(V);
if(RDotV > 0)
{
out = out + LDotN*obj->color()*(*m)->color() + pow(RDotV, obj->shininess())*obj->specular()*(*m)->color();
}
else
{
out = out + LDotN*obj->color()*(*m)->color();
}
}
}
}
else
{
//reflections
F64 VDotN = V.dot(N);
F64 reflectionAngle = acos(VDotN); //actually used for refraction
vec3d R_V = V.rotate(N, PI); //reflection vector of viewRay
object * reflectionObj = (*getObject)(ray3d(intersPoint, R_V), obj);
rgbColor reflectiveColor = (*this)(a, l, reflectionObj, ray3d(intersPoint, R_V), getObject, x, y, depth+1);
#ifdef DEBUG_SHAD
pc(reflectiveColor);
#endif
out = reflectiveColor;
}
return out;
}
else
{
return a.background(x, y);
}
}
rgbColor fresnel::operator()(ambientLight a, std::list<light*> * l, object * obj, ray3d viewRay, access_n::access * getObject, F64 x, F64 y, UInt64 depth) const
{
if(depth > MAX_DEPTH)
{
return rgbColor(1,1,1,true);
}
else if(obj)
{
point intersPoint = obj->intersect(viewRay);
if(intersPoint.x == INVALID_COORDINATE)
{
return a.background(x, y);
}
vec3d N = obj->normal(viewRay, intersPoint, viewRay.start);
rgbColor out = obj->color()*a.color();
vec3d V =-1*viewRay.direction.unit();
for (auto m = l->begin(); m != l->end(); m++)
{
rgbColor outTemp(0,0,0,true);
vec3d L = (*m)->getDirection(intersPoint).unit();
object * nextObj = obj;
ray3d nextRay = ray3d(intersPoint, L);
point nextInters = intersPoint;
//shadow casting (no shadows from transparent objects)
do
{
nextObj = (*getObject)(nextRay, nextObj);
if(nextObj)
{
nextInters = nextObj->intersect(nextRay);
nextRay = ray3d(nextInters, L);
}
}
while(nextObj && nextObj->transparency() > 0);
//old shadows, ignore?
//if((*getObject)(ray3d(intersPoint, L), obj))
// continue;
if(nextObj)
continue;
//coloring
vec3d R = L.rotate(N, PI); //rotate the L vec 180 deg (PI rad) around the normal vec to get the reflection
F64 LDotN = L.dot(N);
if(LDotN > 0)
{
F64 RDotV = R.dot(V);
if(RDotV > 0)
{
out = out + LDotN*obj->color()*(*m)->color() + pow(RDotV, obj->shininess())*obj->specular()*(*m)->color();
}
else
{
out = out + LDotN*obj->color()*(*m)->color();
}
}
}
//reflections
F64 VDotN = V.dot(N);
F64 reflectionAngle = acos(VDotN); //actually used for refraction
vec3d R_V = V.rotate(N, PI); //reflection vector of viewRay
object * reflectionObj = (*getObject)(ray3d(intersPoint, R_V), obj);
rgbColor reflectiveColor = (*this)(a, l, reflectionObj, ray3d(intersPoint, R_V), getObject, x, y, depth+1);
#ifdef DEBUG_SHAD
pc(reflectiveColor);
#endif
//refraction
F64 refractionAngle = asin(ETA_AIR*sin(reflectionAngle)/obj->eta());
vec3d T = V.rotate(V.cross(N), reflectionAngle + PI - refractionAngle); //original refraction vector
object * refractionObj = (*getObject)(ray3d(intersPoint, T), obj);
rgbColor refractiveColor = (*this)(a, l, refractionObj, ray3d(intersPoint, T), getObject, x, y, depth+1);
#ifdef DEBUG_SHAD
pc(reflectiveColor);
#endif
F64 F_Rperp = 0;
F64 F_Rpara = 0;
#ifdef DEBUG_SHAD
std::cout <<
"ETA_AIR: " << ETA_AIR << std::endl <<
"cos(fr): " << cos(refractionAngle) << std::endl <<
"obj.eta: " << obj->eta() << std::endl <<
"cos(fl): " << cos(reflectionAngle) << std::endl;
std::cout << "Denom: " << ETA_AIR*cos(refractionAngle)+obj->eta()*cos(reflectionAngle) << std::endl;
#endif
if(ETA_AIR*cos(refractionAngle)+obj->eta()*cos(reflectionAngle) != 0.0)
{
F_Rperp = pow(
(ETA_AIR*cos(refractionAngle) - obj->eta()*cos(reflectionAngle))/
(ETA_AIR*cos(refractionAngle) + obj->eta()*cos(reflectionAngle))
, 2);
F_Rpara = pow(
(obj->eta()*cos(reflectionAngle) - ETA_AIR*cos(refractionAngle))/
(ETA_AIR * cos(refractionAngle) + obj->eta()*cos(reflectionAngle))
, 2);
}
F64 F_R = .5*(F_Rperp+F_Rpara);
F64 F_T = 1 - F_R; //fraction of refraction light
out = (reflectiveColor*F_R + refractiveColor*F_T)*obj->transparency() + out*(1-obj->transparency());
#ifdef DEBUG_SHAD
pc(out);
std::cout << "=========" << "depth: " << depth << "==========" << std::endl;
#endif
return out;
}
else
{
return a.background(x, y);
}
}
rgbColor volumeTest::operator()(ambientLight a, std::list<light*> * l, object * obj, ray3d viewRay, access_n::access * getObject, F64 x, F64 y, UInt64 depth) const
{
if(depth > MAX_DEPTH)
{
return rgbColor(0,0,0,true);
}
auto vs = reinterpret_cast<std::vector<bvh_n::bvh::volume*>* >(getObject->getVolumes());
rgbColor out = a.background(x,y);
for(int i = 1; i < vs->size(); i++)
{
if(!(*vs)[i])
continue;
//(*vs)[i]->print();
//std::cout << "=======================" << std::endl;
if((*vs)[i]->intersects(viewRay))
{
//std::cout << "Intersects 0" << std::endl;
out = out + rgbColor(1,0,0,true);
}
}
return out;
}
}