Emissive materials

This commit is contained in:
2024-09-17 01:59:53 +02:00
parent b92bb7d9cd
commit 72091042bb
+74 -51
View File
@@ -17,6 +17,8 @@ typedef struct {
Vector3 albedo; Vector3 albedo;
float metallic; float metallic;
float roughness; float roughness;
float emission_power;
Vector3 emission_color;
} Material; } Material;
int screen_w; int screen_w;
@@ -317,23 +319,42 @@ bool intersect_object(Ray r, Object o, float *t, Vector3 *normal)
return false; return false;
} }
float random_float(void) unsigned int wang_hash(unsigned int seed)
{ {
seed = (seed ^ 61) ^ (seed >> 16);
seed *= 9;
seed = seed ^ (seed >> 4);
seed *= 0x27d4eb2d;
seed = seed ^ (seed >> 15);
return seed;
}
unsigned int pcg_hash(unsigned int input)
{
unsigned int state = input * 747796405U + 2891336453U;
unsigned int word = ((state >> ((state >> 28U) + 4U)) ^ state) * 277803737U;
return (word >> 22U) ^ word;
}
float random_float(unsigned int *seed)
{
// *seed = pcg_hash(*seed);
// return (float) *seed / UINT_MAX;
return (float) rand() / RAND_MAX; return (float) rand() / RAND_MAX;
} }
Vector3 random_vector(void) Vector3 random_vector(unsigned int seed)
{ {
return (Vector3) { return (Vector3) {
.x = random_float(), .x = random_float(&seed) * 2 - 1,
.y = random_float(), .y = random_float(&seed) * 2 - 1,
.z = random_float(), .z = random_float(&seed) * 2 - 1,
}; };
} }
Vector3 random_direction(void) Vector3 random_direction(unsigned int seed)
{ {
return normalize(random_vector()); return normalize(random_vector(seed));
} }
Vector3 reflect(Vector3 dir, Vector3 normal) Vector3 reflect(Vector3 dir, Vector3 normal)
@@ -399,49 +420,47 @@ Vector3 pixel(float x, float y)
{ {
Ray ray = ray_through_screen_at(x, y, (float) screen_w/screen_h); Ray ray = ray_through_screen_at(x, y, (float) screen_w/screen_h);
float multiplier = 1; Vector3 contrib = {1, 1, 1};
Vector3 color = {0, 0, 0}; Vector3 light = {0, 0, 0};
int bounces = 4; int rays_per_pixel = 1;
for (int i = 0; i < bounces; i++) { for (int j = 0; j < rays_per_pixel; j++) {
HitInfo hit = trace_ray(ray); int bounces = 4;
if (hit.object == -1) { for (int i = 0; i < bounces; i++) {
Vector3 sky_color = {0.6, 0.7, 0.9};
color = combine(color, sky_color, 1, multiplier); HitInfo hit = trace_ray(ray);
break; if (hit.object == -1) {
//Vector3 sky_color = {0.6, 0.7, 0.9};
Vector3 sky_color = {0, 0, 0};
light = combine(light, mulv(sky_color, contrib), 1, 1);
break;
}
Material material = objects[hit.object].material;
contrib = mulv(contrib, material.albedo);
light = combine(light, material.emission_color, 1, material.emission_power);
#if 0
Vector3 reflect_dir = reflect(ray.direction, scale(hit.normal, -1));
Vector3 noise_dir = scale(random_direction(), 0.5);
if (dotv(noise_dir, reflect_dir) < 0)
noise_dir = scale(noise_dir, -1);
float roughness = objects[hit.object].material.roughness;
Vector3 new_dir = combine(noise_dir, reflect_dir, roughness, 1);
#endif
Vector3 new_dir = random_direction(i * 1000000 + x * 1000 + y);
/*
if (dotv(new_dir, hit.normal) < 0)
new_dir = scale(new_dir, -1);
*/
ray = (Ray) { combine(hit.point, new_dir, 1, 0.001), new_dir };
} }
Vector3 light_dir = normalize((Vector3) {-1, -1, -1});
#if 0
float light_intensity = 0;
if (trace_ray((Ray) {combine(hit.point, light_dir, 1, -0.001), scale(light_dir, -1)}).object == -1)
light_intensity = maxf(dotv(hit.normal, scale(light_dir, -1)), 0);
#elif 1
float light_intensity = maxf(dotv(hit.normal, scale(light_dir, -1)), 0);
#else
float light_intensity = 1;
#endif
color = combine(color, objects[hit.object].material.albedo, 1, light_intensity * multiplier);
multiplier *= 0.5;
Vector3 reflect_dir = reflect(ray.direction, scale(hit.normal, -1));
Vector3 noise_dir = scale(random_direction(), 0.5);
#if 0
if (dotv(noise_dir, reflect_dir) < 0)
noise_dir = scale(noise_dir, -1);
#endif
float roughness = objects[hit.object].material.roughness;
Vector3 new_dir = combine(noise_dir, reflect_dir, roughness, 1);
ray = (Ray) { combine(hit.point, new_dir, 1, 0.001), new_dir };
} }
light = scale(light, 1.0f/rays_per_pixel);
return color; return light;
} }
Vector3 *accum = NULL; Vector3 *accum = NULL;
@@ -500,11 +519,15 @@ void update_frame_texture(float s)
int main(void) int main(void)
{ {
add_object(cube((Material) {.metallic=0, .roughness=1, .albedo=(Vector3) {0.3, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 0.1, 10})), /*
add_object(cube((Material) {.metallic=0, .roughness=0.1, .albedo=(Vector3) {0.3, 0, 0}}, (Vector3) {7, 0, 8}, (Vector3) {1, 1, 1})), add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1})),
add_object(cube((Material) {.metallic=0, .roughness=0, .albedo=(Vector3) {0.3, 0, 0.3}}, (Vector3) {6, 0, 7}, (Vector3) {1, 1, 1})), add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10})),
add_object(sphere((Material) {.metallic=0, .roughness=0, .albedo=(Vector3) {0.3, 0, 0}}, (Vector3) {3, 1, 3}, 1)), */
add_object(sphere((Material) {.metallic=0, .roughness=0, .albedo=(Vector3) {0, 0.3, 0}}, (Vector3) {5, 2, 5}, 1)), add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {10, 0.1, 10})),
add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {7, 0, 8}, (Vector3) {1, 1, 1})),
add_object(cube((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=1, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {6, 0, 7}, (Vector3) {1, 1, 1})),
add_object(sphere((Material) {.emission_color={1, 0, 0}, .emission_power=0.3, .metallic=0, .roughness=0, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {3, 1, 3}, 1)),
add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1)),
glfwSetErrorCallback(error_callback); glfwSetErrorCallback(error_callback);
@@ -588,7 +611,7 @@ int main(void)
Vector3 clear_color = {1, 1, 1}; Vector3 clear_color = {1, 1, 1};
update_frame_texture(0.5); update_frame_texture(1);
glViewport(0, 0, screen_w, screen_h); glViewport(0, 0, screen_w, screen_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f); glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f);