high res dragon

This commit is contained in:
Ben
2019-09-06 18:45:15 +01:00
parent d48265a31c
commit 445a5ea058
10 changed files with 2378726 additions and 419357 deletions

View File

@@ -90,11 +90,12 @@ glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
// float angle = fastDegreetoRadian(.0f);
// float s = uv.x * cos(angle) - uv.y * sin(angle);
// float t = uv.y * cos(angle) + uv.x * sin(angle);
// float S = 0.5f; float T = 0.5f;
// float S = 0.4f; float T = 0.4f;
// float pattern = (modulo(s * S) < 0.5f) ^ (modulo(t * T) < 0.5f);
// colour.r = pattern; colour.g = pattern; colour.b = pattern;
//}
if (hit->material->Emissive) return (colour * hit->material->Emittance);
glm::vec3 direction = hit->material->Bounce(ray.direction, normal);

View File

@@ -69,7 +69,7 @@ std::vector<Triangle*> LoadTrianglesBasic(std::string path, std::string basePath
// tinyobj::material_t material = materials[shapes[s].mesh.material_ids[f]];
// Material* mat = new Material({ material.diffuse[0], material.diffuse[1], material.diffuse[2] }, 0.6f, material.illum);
Material* mat = new Material({ 1.0f, 1.0f, 1.0f }, 0.4f);
Material* mat = new Material({ 0.717f, 0.792f, 0.474 }, 0.5f);
// glm::vec3 normal = getNormal(
// {avx[0], avy[0], avz[0]},