Change scene
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+16
-15
@@ -570,7 +570,7 @@ Vector3 pixel(float x, float y, float aspect_ratio)
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assert(!isnanv(in_ray.direction));
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//Vector3 sky_color = {0.6, 0.7, 0.9};
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Vector3 sky_color = {0, 0, 0};
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//Vector3 sky_color = {0, 0, 0};
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//Vector3 sky_color = {1, 1, 1};
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Vector3 contrib = {1, 1, 1};
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@@ -579,7 +579,7 @@ Vector3 pixel(float x, float y, float aspect_ratio)
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HitInfo hit = trace_ray(in_ray);
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if (hit.object == -1) {
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//Vector3 sky_color = sample_cubemap(&skybox, normalize(in_ray.direction));
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Vector3 sky_color = sample_cubemap(&skybox, normalize(in_ray.direction));
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result = combine(result, mulv(sky_color, contrib), 1, 1);
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break;
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}
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@@ -644,8 +644,9 @@ Vector3 pixel(float x, float y, float aspect_ratio)
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result = combine(result, mulv(emitted_light, contrib), 1, 1);
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contrib = mulv(contrib, diffuse_contrib);
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if (sampled_light) {
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contrib = scale(contrib, 0.5);
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result = combine(result, mulv(sampled_light_color, contrib), 1, 1);
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float sample_weight = 0.1;
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result = combine(result, mulv(sampled_light_color, contrib), 1, sample_weight);
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contrib = scale(contrib, 1 - sample_weight);
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}
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in_ray = out_ray;
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@@ -814,7 +815,7 @@ int main(void)
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.roughness=1,
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.metallic=0,
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.reflectance=0,
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.albedo=(Vector3) {1, 1, 1}
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.albedo=(Vector3) {1, 0.3, 0.3}
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},
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(Vector3) {0, 0, 0},
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(Vector3) {box_w, box_border, box_d}
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@@ -827,7 +828,7 @@ int main(void)
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.metallic=0,
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.reflectance=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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.albedo=(Vector3) {0.3, 1, 0.3}
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},
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(Vector3) {0, box_h, 0},
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(Vector3) {box_w, box_border, box_d}
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@@ -840,7 +841,7 @@ int main(void)
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.metallic=0,
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.reflectance=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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.albedo=(Vector3) {0.3, 0.3, 1}
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},
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(Vector3) {0, 0, 0},
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(Vector3) {box_border, box_h, box_d}
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@@ -853,7 +854,7 @@ int main(void)
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.metallic=0,
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.reflectance=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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.albedo=(Vector3) {0.3, 1, 1}
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},
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(Vector3) {box_w, 0, 0},
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(Vector3) {box_border, box_h, box_d}
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@@ -865,8 +866,8 @@ int main(void)
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.emission_power=0,
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.metallic=0,
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.reflectance=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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.roughness=0,
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.albedo=(Vector3) {1, 0.3, 1}
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},
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(Vector3) {0, 0, 0},
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(Vector3) {box_w, box_h, box_border}
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@@ -878,8 +879,8 @@ int main(void)
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.emission_power=1,
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.metallic=0,
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.reflectance=0,
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.roughness=1,
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.albedo=(Vector3) {1, 1, 1}
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.roughness=0,
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.albedo=(Vector3) {1, 1, 0.3}
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},
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(Vector3) {box_w/3, box_h-box_border, box_d/3},
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(Vector3) {box_w/3, box_border, box_d/3}
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@@ -891,7 +892,7 @@ int main(void)
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.emission_power=0,
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.metallic=0,
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.reflectance=0,
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.roughness=0,
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.roughness=1,
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.albedo=(Vector3) {0, 1, 0}
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},
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(Vector3) {box_w/2, box_w/3, box_d/2},
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@@ -900,13 +901,13 @@ int main(void)
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#elif 1
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.6, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
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// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.6, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {0.4, 0.3, 0.9}}, (Vector3) {0, -0.1, 0}, (Vector3) {10, 0.1, 10}));
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0, 0}}, (Vector3) {7, 0, 8}, (Vector3) {1, 1, 1}));
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add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0, 1}}, (Vector3) {6, 0, 7}, (Vector3) {1, 1, 1}));
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add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.5, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 1, 3}, 1));
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add_object(sphere((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {0, 1, 0}}, (Vector3) {5, 1, 3}, 1));
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add_object(sphere((Material) {.emission_color={1, 1, 1}, .emission_power=1, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 5, 3}, 1));
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add_object(sphere((Material) {.emission_color={0.5, 0.5, 0.5}, .emission_power=1, .metallic=0, .reflectance=0, .roughness=1, .albedo=(Vector3) {1, 0.4, 0}}, (Vector3) {3, 5, 3}, 1));
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#elif 1
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// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0, .albedo=(Vector3) {1, 0.3, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {10, 5, 0.1}));
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// add_object(cube ((Material) {.emission_color={0}, .emission_power=0, .metallic=0, .reflectance=0, .roughness=0.6, .albedo=(Vector3) {0.3, 1, 0.3}}, (Vector3) {0, 0, 0}, (Vector3) {0.1, 5, 10}));
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