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reflections
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@ -12,9 +12,9 @@ struct Light {
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};
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struct Material {
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Material(const Vec2f &a, const Vec3f &color, const float &spec) : albedo(a), diffuse_color(color), specular_exponent(spec) {}
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Material() : albedo(1,0), diffuse_color(), specular_exponent() {}
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Vec2f albedo;
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Material(const Vec3f &a, const Vec3f &color, const float &spec) : albedo(a), diffuse_color(color), specular_exponent(spec) {}
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Material() : albedo(1,0,0), diffuse_color(), specular_exponent() {}
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Vec3f albedo;
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Vec3f diffuse_color;
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float specular_exponent;
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};
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@ -58,14 +58,18 @@ bool scene_intersect(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphe
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return spheres_dist<1000;
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}
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Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, const std::vector<Light> &lights) {
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Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, const std::vector<Light> &lights, size_t depth=0) {
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Vec3f point, N;
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Material material;
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if (!scene_intersect(orig, dir, spheres, point, N, material)) {
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if (depth>4 || !scene_intersect(orig, dir, spheres, point, N, material)) {
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return Vec3f(0.2, 0.7, 0.8); // background color
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}
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Vec3f reflect_dir = reflect(dir, N).normalize();
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Vec3f reflect_orig = reflect_dir*N < 0 ? point - N*1e-3 : point + N*1e-3; // offset the original point to avoid occlusion by the object itself
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Vec3f reflect_color = cast_ray(reflect_orig, reflect_dir, spheres, lights, depth + 1);
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float diffuse_light_intensity = 0, specular_light_intensity = 0;
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for (size_t i=0; i<lights.size(); i++) {
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Vec3f light_dir = (lights[i].position - point).normalize();
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@ -80,7 +84,7 @@ Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &s
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diffuse_light_intensity += lights[i].intensity * std::max(0.f, light_dir*N);
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specular_light_intensity += powf(std::max(0.f, -reflect(-light_dir, N)*dir), material.specular_exponent)*lights[i].intensity;
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}
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return material.diffuse_color * diffuse_light_intensity * material.albedo[0] + Vec3f(1., 1., 1.)*specular_light_intensity * material.albedo[1];
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return material.diffuse_color * diffuse_light_intensity * material.albedo[0] + Vec3f(1., 1., 1.)*specular_light_intensity * material.albedo[1] + reflect_color*material.albedo[2];
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}
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void render(const std::vector<Sphere> &spheres, const std::vector<Light> &lights) {
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@ -114,14 +118,15 @@ void render(const std::vector<Sphere> &spheres, const std::vector<Light> &lights
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}
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int main() {
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Material ivory(Vec2f(0.6, 0.3), Vec3f(0.4, 0.4, 0.3), 50.);
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Material red_rubber(Vec2f(0.9, 0.1), Vec3f(0.3, 0.1, 0.1), 10.);
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Material ivory(Vec3f(0.6, 0.3, 0.1), Vec3f(0.4, 0.4, 0.3), 50.);
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Material red_rubber(Vec3f(0.9, 0.1, 0.0), Vec3f(0.3, 0.1, 0.1), 10.);
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Material mirror(Vec3f(0.0, 10.0, 0.8), Vec3f(1.0, 1.0, 1.0), 1425.);
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std::vector<Sphere> spheres;
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spheres.push_back(Sphere(Vec3f(-3, 0, -16), 2, ivory));
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spheres.push_back(Sphere(Vec3f(-1.0, -1.5, -12), 2, red_rubber));
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spheres.push_back(Sphere(Vec3f(-1.0, -1.5, -12), 2, mirror));
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spheres.push_back(Sphere(Vec3f( 1.5, -0.5, -18), 3, red_rubber));
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spheres.push_back(Sphere(Vec3f( 7, 5, -18), 4, ivory));
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spheres.push_back(Sphere(Vec3f( 7, 5, -18), 4, mirror));
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std::vector<Light> lights;
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lights.push_back(Light(Vec3f(-20, 20, 20), 1.5));
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