This commit is contained in:
Ben
2019-09-23 23:36:33 +01:00
parent 634beba7a2
commit 847cdc0bf5
3 changed files with 2 additions and 39 deletions

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Inferno is a CPU Only, progressive unidirectional pathtracing engine written in C++. Inferno is a CPU Only, progressive unidirectional pathtracing engine written in C++.
![Latest Render](https://imgur.com/POj0JlL.png) ![Latest Render](https://i.imgur.com/WPs7jjr.jpg)
### Features ### Features
@@ -77,7 +77,7 @@ While programming this I found a few resources especially useful. Below is some
### Samples ### Samples
![Stanford Dragon](https://imgur.com/GizuPoI.png) ![Stanford Dragon](https://i.imgur.com/WPs7jjr.jpg)
![Cornell Box No Colours](https://imgur.com/u2sIKxK.png) ![Cornell Box No Colours](https://imgur.com/u2sIKxK.png)
![Cornell Box](https://imgur.com/i4hLxra.png) ![Cornell Box](https://imgur.com/i4hLxra.png)
![Cornell Box Specular Materials](https://imgur.com/wfOieEk.png) ![Cornell Box Specular Materials](https://imgur.com/wfOieEk.png)

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#ifndef INFERNO_DEFINITIONS_MATERIALS_MATERIAL_H_
#define INFERNO_DEFINITIONS_MATERIALS_MATERIAL_H_
#include "../../common.hpp"
#include "../../maths.hpp"
class Texture;
class Material {
public:
Material();
Material(glm::vec3 col, float specularity = 0.0f, float emmitance = 0.0f);
Material(glm::vec3 colour, float emittance, float Specularity, float index, float gloss, bool transparent, bool emissive);
glm::vec3 Bounce(glm::vec3 in, glm::vec3 normal);
glm::vec3 Colour;
Texture* Tex = nullptr;
Texture* NormalTexture = nullptr;
Texture* GlossTexture = nullptr;
float Emittance;
float Specularity; // 1.0f = perfect reflective
float Index; // refractive index
float Gloss; // reflection cone angle in radians
// float Tint; // specular and refractive tinting
// float Reflectivity; // metallic reflection
bool Transparent;
bool Emissive;
};
class GlossyMaterial : public Material {
public:
GlossyMaterial(glm::vec3 colour, float shine, float gloss)
: Material(colour, 0.0f, shine, 1.0f, gloss, false, false) { };
};
#endif

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