Specularity

This commit is contained in:
Ben
2019-09-05 23:32:52 +01:00
parent 71ba640373
commit f7ce947030
18 changed files with 110 additions and 52 deletions

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@@ -50,7 +50,7 @@ Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 30
illum 10-------
newmtl rightWall
Ns 9.803922

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@@ -23,7 +23,8 @@ enum OperationMode {
enum RenderMode {
MODE_RENDER_PATHTRACE,
MODE_RENDER_NORMALS,
MODE_RENDER_PATHLENGTH,
MODE_RENDER_PATH_BOUNCES,
MODE_RENDER_PATH_LENGTH,
MODE_RENDER_DEFAULT
};

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@@ -1,13 +1,6 @@
#include "BRDF.hpp"
#include <random>
std::default_random_engine generator;
float rand01() {
std::uniform_real_distribution<float> distribution(0, 1);
return distribution(generator);
}
#include "random.hpp"
glm::vec3 CosineBRDF(glm::vec3 normal) {
const float TWO_PI = 2.0f * PI;

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@@ -1,18 +1,39 @@
#include "material.hpp"
#include "specular.hpp"
#include "random.hpp"
#include "BRDF.hpp"
Material::Material() {
}
Material::Material(glm::vec3 col, float emittance)
Material::Material(glm::vec3 col, float specularity, float emittance)
: Colour(col),
Emittance(emittance) {
if (Emittance > 0.0f) { Emissive = true; } else { Emissive = false; }
Emittance(emittance) {
Transparent = false;
if (Emittance > 0.0f) { Emissive = true; }
else { Emissive = false; }
Specularity = specularity;
}
glm::vec3 Material::Bounce(glm::vec3 in, glm::vec3 normal) {
return CosineBRDF(normal);
if (Specularity == 0.0f) {
return CosineBRDF(normal);
}
if (Specularity == 1.0f) {
return Reflect(in, normal);
}
float r = rand01();
if (r > Specularity) {
return CosineBRDF(normal);
} else {
return Reflect(in, normal);
}
}

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@@ -4,25 +4,25 @@
#include "../../common.hpp"
#include "../../maths.hpp"
class Texture {};
class Texture;
class Material {
public:
Material();
Material(glm::vec3 col, float emittance = 0.0f);
Material(glm::vec3 col, float specularity, float emmitance = 0.0f);
glm::vec3 Bounce(glm::vec3 in, glm::vec3 normal);
glm::vec3 Colour;
// Texture* Tex;
// Texture* NormalTexture;
// Texture* MetalnessTexture;
// Texture* GlossTexture;
Texture* Tex;
Texture* NormalTexture;
Texture* GlossTexture;
float Emittance;
float Index; // refractive index
float Gloss; // reflection cone angle in radians
float Tint; // specular and refractive tinting
float Reflectivity; // metallic reflection
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;
};

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@@ -0,0 +1,5 @@
#include "specular.hpp"
glm::vec3 Reflect(glm::vec3 I, glm::vec3 N) {
return I - 2 * glm::dot(I, N) * N;
}

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@@ -0,0 +1,8 @@
#ifndef INFERNO_DEFINITIONS_MATERIALS_SPECULAR_H_
#define INFERNO_DEFINITIONS_MATERIALS_SPECULAR_H_
#include "../../maths.hpp"
glm::vec3 Reflect(glm::vec3 I, glm::vec3 N);
#endif

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@@ -0,0 +1,20 @@
#ifndef INFERNO_DEFINITIONS_MATERIALS_TEXTURE_H_
#define INFERNO_DEFINITIONS_MATERIALS_TEXTURE_H_
#include "../../common.hpp"
class Texture {
public:
Texture();
void Load(std::string texturePath);
glm::vec3 Sample(float u, float v);
glm::vec3 SampleNormal(float u, float v);
// glm::vec3 SampleSpecular (float u, float v);
private:
};
#endif

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@@ -2,7 +2,6 @@
#include "../ray.hpp"
bool Plane::Intersect(Ray& ray, float& t) {
t = INFINITY;
float dNormal = glm::dot(normal, ray.direction);
if (dNormal > 1e-6) {
glm::vec3 v = center - ray.origin;

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@@ -5,7 +5,7 @@
class Plane : public Primative {
public:
Plane(glm::vec3 center, glm::vec3 normal, Material* mat = nullptr)
Plane(glm::vec3 center, glm::vec3 normal, Material* mat = new Material())
: Primative(center, normal, mat) { }
bool Intersect(Ray& ray, float& t) override;

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@@ -5,7 +5,7 @@
class Sphere : public Primative {
public:
Sphere(glm::vec3 center, float radius, Material* mat = nullptr)
Sphere(glm::vec3 center, float radius, Material* mat = new Material())
: Primative(center, radius, mat) { }
bool Intersect(Ray& ray, float& t) override;

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@@ -5,7 +5,7 @@
class Triangle : public Primative {
public:
Triangle(glm::vec3 p0, glm::vec3 p1, glm::vec3 p2, glm::vec3 n0, glm::vec3 n1, glm::vec3 n2, Material* mat = nullptr)
Triangle(glm::vec3 p0, glm::vec3 p1, glm::vec3 p2, glm::vec3 n0, glm::vec3 n1, glm::vec3 n2, Material* mat = new Material())
: Primative(p0, p1, p2, n0, n1, n2, mat) { }
bool Intersect(Ray& ray, float& t) override;

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@@ -8,5 +8,6 @@ Scene::Scene(int width, int height) {
}
glm::vec3 Scene::SampleSky(Ray ray) {
// return { 0.9f, 0.9f, 0.9f };
return { 0.0f, 0.0f, 0.0f };
}

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@@ -40,7 +40,7 @@ void ProgressiveRenderer::Input() {
while (SDL_PollEvent(&e))
if (e.type == SDL_QUIT) m_interface->Close();
//const Uint8* state = SDL_GetKeyboardState(NULL);
const Uint8* state = SDL_GetKeyboardState(NULL);
//if (state[SDL_SCANCODE_W]) m_scene->objects[0]->center.y += 0.01f;
//if (state[SDL_SCANCODE_S]) m_scene->objects[0]->center.y -= 0.01f;
@@ -52,11 +52,10 @@ void ProgressiveRenderer::Input() {
ImGui::NewFrame();
ImGui::Begin("Debug");
if (m_engine->Mode != MODE_RENDER_NORMALS && m_engine->Mode != MODE_RENDER_PATHLENGTH) {
if (m_engine->Mode == MODE_RENDER_PATHTRACE) {
std::stringstream str; str << "SPP: " << m_engine->SPP;
ImGui::Text(str.str().c_str());
}
else if (m_engine->Mode == MODE_RENDER_PATHLENGTH) {
} else if (m_engine->Mode == MODE_RENDER_PATH_BOUNCES) {
std::stringstream str; str << "Depth SPP: " << m_engine->SPPDepth;
ImGui::Text(str.str().c_str());
}
@@ -74,7 +73,7 @@ void ProgressiveRenderer::Input() {
}
ImGui::PlotLines("FrameTimes", FrameTimes.data(), FrameTimes.size(), 0, NULL, lower, upper, ImVec2(0, 40));
const char* renderItems[] = { "PathTrace", "Normals", "Path Length" };
const char* renderItems[] = { "PathTrace", "Normals", "Path Bounces", "Path Length" };
ImGui::Combo("Render Mode", &m_renderModeSelected, renderItems, IM_ARRAYSIZE(renderItems));
m_mode = (RenderMode)m_renderModeSelected;

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@@ -45,9 +45,9 @@ void workerThread(RenderThreadPool* threadpool, ProgressiveRenderer* renderer, i
int depth = 0;
glm::vec3 col = renderer->m_engine->GetColour(ray, depth);
if (renderer->m_engine->Mode == MODE_RENDER_NORMALS) {
if (renderer->m_engine->Mode == MODE_RENDER_NORMALS || renderer->m_engine->Mode == MODE_RENDER_PATH_LENGTH) {
threadpool->MappedThreadFrameBuffer->SetPixelSafe(x, y, col);
} else if (renderer->m_engine->Mode == MODE_RENDER_PATHLENGTH) {
} else if (renderer->m_engine->Mode == MODE_RENDER_PATH_BOUNCES) {
col.r = depth; col.g = depth / 3.0f; col.b = depth / 3.0f;
threadpool->MappedThreadFrameBuffer->AddPixelSafeDepth(x, y, col);
} else {
@@ -75,15 +75,25 @@ void RenderEngine::SetScene(Scene* scene) {
glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
if (depth > 5) return { 0.0f, 0.0f, 0.0f };
float t; Primative* hit = nullptr;
float t = INFINITY; Primative* hit = nullptr;
bool didhit = TraceRayScene(ray, m_scene, t, hit);
if (!didhit) return m_scene->SampleSky(ray);
glm::vec3 hitPoint = ray.origin + ray.direction * t;
glm::vec3 normal = hit->SurfaceNormal(hitPoint);
if (Mode == MODE_RENDER_NORMALS) { return GetNormalColour(normal); }
if (Mode == MODE_RENDER_PATH_LENGTH) { if (t > 1000.0f) t = 1000.0f; return { (float)t, (float)t, (float)t }; }
glm::vec3 colour = hit->material->Colour;
//if (hit->type == TYPE_PLANE) {
// glm::vec2 uv = hit->TexCoords(hitPoint);
// 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 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);
@@ -94,8 +104,7 @@ glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
// Prevent acne
if (glm::dot(newRay.direction, normal) < 0.0f) {
newRay.origin = ray.origin + ray.direction * t - normal * EPSILON;
}
else {
} else {
newRay.origin = ray.origin + ray.direction * t + normal * EPSILON;
}
@@ -104,7 +113,7 @@ glm::vec3 RenderEngine::GetColour(Ray ray, int& depth) {
}
void RenderEngine::PostProcess(glm::vec3* src, glm::vec3* dst, int w, int h) {
if (Mode == MODE_RENDER_NORMALS) {
if (Mode == MODE_RENDER_NORMALS || Mode == MODE_RENDER_PATH_LENGTH) {
SPP = 0;
for (int y = 0; y < h; y++)
for (int x = 0; x < w; x++) {
@@ -113,7 +122,7 @@ void RenderEngine::PostProcess(glm::vec3* src, glm::vec3* dst, int w, int h) {
return;
}
if (Mode == MODE_RENDER_PATHLENGTH) {
if (Mode == MODE_RENDER_PATH_BOUNCES) {
SPP = 0;
SPPDepth++;
for (int y = 0; y < h; y++)

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@@ -13,7 +13,7 @@
const float DEG2RAD = 0.01745329251994329576923690768f;
const float RAD2DEG = 57.2957795130823208767981548141f;
const float PI = 3.14159265358979323846264338327f;
const float EPSILON = 0.00001000000000000000000000000f;
const float EPSILON = 0.00000100000000000000000000000f;
enum Axis {
AXIS_X,

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@@ -68,7 +68,7 @@ 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] }, material.illum);
Material* mat = new Material({ material.diffuse[0], material.diffuse[1], material.diffuse[2] }, 0.0f, material.illum);
// glm::vec3 normal = getNormal(
// {avx[0], avy[0], avz[0]},

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@@ -18,23 +18,25 @@ int main(int argc, char** argv) {
Scene* scene = new Scene(width, height);
scene->camera = new Camera(width, height);
//scene->objects.push_back(new Sphere({ 0.0f, 0.0f, -4.0f }, 1.0f));
//scene->objects.push_back(new Sphere({ 2.0f, 0.0f, -8.0f }, 1.0f));
//scene->objects.push_back(new Sphere({ -2.0f, 0.0f, -8.0f }, 1.0f));
//scene->objects.push_back(new Plane( { 0.0f, -25.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }));
scene->objects.push_back(new Sphere({ 0.6f, 0.0f, -3.5f }, 0.5f, new Material({ 1.0f, .5f, .5f }, 0.3f)));
//scene->objects.push_back(new Sphere({ 0.0f, 0.0f, -8.0f }, 1.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.7f)));
//scene->objects.push_back(new Sphere({ 2.0f, 0.0f, -6.0f }, 1.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f)));
//scene->objects.push_back(new Sphere({ -2.0f, 0.0f, -9.0f }, 1.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f)));
//scene->objects.push_back(new Plane( { 0.0f, -1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, new Material({ 1.0f, 1.0f, 0.0f }, .3f)));
//std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//dragon-normals.obj", "E://Projects//Inferno//resources");
//for (const auto& object : tris)
// object->Translate({ 0.0f, -5.0f, -20.0f });
std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//lucy-normals.obj", "E://Projects//Inferno//resources");
//std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//lucy-normals.obj", "E://Projects//Inferno//resources");
Mesh* mesh = new Mesh(tris);
mesh->Translate({ 0.0f, -1.01f, -3.0f });
mesh->Optimise();
scene->meshs.push_back(mesh);
//Mesh* mesh = new Mesh(tris);
//mesh->Translate({ 0.0f, -1.01f, -3.0f });
//mesh->Optimise();
//scene->meshs.push_back(mesh);
tris = LoadTrianglesBasic("E://Projects//Inferno//resources//cornell-box.obj", "E://Projects//Inferno//resources");
//std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//cornell-box.obj", "E://Projects//Inferno//resources");
std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//cornell.obj", "E://Projects//Inferno//resources");
Mesh* mesh1 = new Mesh(tris);
mesh1->Translate({ 0.0f, -1.0f, -3.0f });