high res dragon
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@@ -90,11 +90,12 @@ glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
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// float angle = fastDegreetoRadian(.0f);
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// float s = uv.x * cos(angle) - uv.y * sin(angle);
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// float t = uv.y * cos(angle) + uv.x * sin(angle);
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// float S = 0.5f; float T = 0.5f;
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// float S = 0.4f; float T = 0.4f;
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// float pattern = (modulo(s * S) < 0.5f) ^ (modulo(t * T) < 0.5f);
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// colour.r = pattern; colour.g = pattern; colour.b = pattern;
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//}
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if (hit->material->Emissive) return (colour * hit->material->Emittance);
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glm::vec3 direction = hit->material->Bounce(ray.direction, normal);
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@@ -69,7 +69,7 @@ std::vector<Triangle*> LoadTrianglesBasic(std::string path, std::string basePath
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// tinyobj::material_t material = materials[shapes[s].mesh.material_ids[f]];
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// Material* mat = new Material({ material.diffuse[0], material.diffuse[1], material.diffuse[2] }, 0.6f, material.illum);
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Material* mat = new Material({ 1.0f, 1.0f, 1.0f }, 0.4f);
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Material* mat = new Material({ 0.717f, 0.792f, 0.474 }, 0.5f);
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// glm::vec3 normal = getNormal(
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// {avx[0], avy[0], avz[0]},
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