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Tóth Miklós Tibor
grafhf2
Commits
4d091853
Verified
Commit
4d091853
authored
Apr 15, 2021
by
Tóth Miklós Tibor
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reflective material and speed
parent
6a3cd6de
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Changes
2
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2 changed files
CMakeLists.txt
+7
-0
7 additions, 0 deletions
CMakeLists.txt
Skeleton.cpp
+65
-19
65 additions, 19 deletions
Skeleton.cpp
with
72 additions
and
19 deletions
CMakeLists.txt
+
7
−
0
View file @
4d091853
...
...
@@ -10,6 +10,13 @@ find_package(OpenGL REQUIRED)
link_directories
(
${
GTKMM_LIBRARY_DIRS
}
)
include_directories
(
${
GTKMM_INCLUDE_DIRS
}
)
find_package
(
OpenMP
)
if
(
OPENMP_FOUND
)
set
(
CMAKE_C_FLAGS
"
${
CMAKE_C_FLAGS
}
${
OpenMP_C_FLAGS
}
"
)
set
(
CMAKE_CXX_FLAGS
"
${
CMAKE_CXX_FLAGS
}
${
OpenMP_CXX_FLAGS
}
"
)
set
(
CMAKE_EXE_LINKER_FLAGS
"
${
CMAKE_EXE_LINKER_FLAGS
}
${
OpenMP_EXE_LINKER_FLAGS
}
"
)
endif
()
add_executable
(
Skeleton
framework.h
framework.cpp
...
...
This diff is collapsed.
Click to expand it.
Skeleton.cpp
+
65
−
19
View file @
4d091853
...
...
@@ -42,10 +42,34 @@ int objIndex[12][5]{
{
5
,
6
,
19
,
10
,
14
}
};
enum
MaterialType
{
ROUGH
,
REFLECTIVE
};
struct
Material
{
vec3
ka
,
kd
,
ks
;
float
shininess
;
Material
(
vec3
_kd
,
vec3
_ks
,
float
_shininess
)
:
ka
(
_kd
*
M_PI
),
kd
(
_kd
),
ks
(
_ks
)
{
shininess
=
_shininess
;
}
vec3
F0
;
MaterialType
type
;
Material
(
MaterialType
t
)
:
type
(
t
)
{}
};
struct
RoughMaterial
:
Material
{
RoughMaterial
(
vec3
_kd
,
vec3
_ks
,
float
_shininess
)
:
Material
(
ROUGH
)
{
ka
=
_kd
*
M_PI
;
kd
=
_kd
;
ks
=
_ks
;
shininess
=
_shininess
;
}
};
vec3
operator
/
(
const
vec3
&
num
,
const
vec3
&
denom
)
{
return
vec3
(
num
.
x
/
denom
.
x
,
num
.
y
/
denom
.
y
,
num
.
z
/
denom
.
z
);
}
struct
ReflectiveMaterial
:
Material
{
ReflectiveMaterial
(
vec3
n
,
vec3
kappa
)
:
Material
(
REFLECTIVE
)
{
vec3
one
(
1
,
1
,
1
);
F0
=
((
n
-
one
)
*
(
n
-
one
)
+
kappa
*
kappa
)
/
((
n
+
one
)
*
(
n
+
one
)
+
kappa
*
kappa
);
}
};
struct
Hit
{
...
...
@@ -193,12 +217,14 @@ public:
vec3
lightPosition
(
.5
,
.5
,
0
),
Le
(
2
,
2
,
2
);
lights
.
push_back
(
new
Light
(
lightPosition
,
Le
));
vec3
kd
(
0.3f
,
0.2f
,
0.1f
),
ks
(
2
,
2
,
2
);
Material
*
material
=
new
Material
(
kd
,
ks
,
50
);
objects
.
push_back
(
new
Sphere
(
vec3
(
0
,
0
,
0
),
.25f
,
material
));
//objects.push_back(new Pentagon(vec3(0.03, -.01, 0), vec3(0, .37, 0), vec3(-.47, .49, 0), vec3(-.73, .08, 0), vec3(-.414, -0.288, 0),
material
));
vec3
n
(
.17
,
.35
,
1.5
);
vec3
kappa
(
3.1
,
2.7
,
1.9
);
Material
*
gold
=
new
ReflectiveMaterial
(
n
,
kappa
);
objects
.
push_back
(
new
Sphere
(
vec3
(
0
,
0
,
0
),
.25f
,
gold
));
//objects.push_back(new Pentagon(vec3(0.03, -.01, 0), vec3(0, .37, 0), vec3(-.47, .49, 0), vec3(-.73, .08, 0), vec3(-.414, -0.288, 0),
dodekaMat
));
vec3
kd
(
0.3f
,
0.3f
,
.3f
),
ks
(
2
,
2
,
2
);
Material
*
dodekaMat
=
new
RoughMaterial
(
kd
,
ks
,
50
);
for
(
int
i
=
0
;
i
<
12
;
i
++
)
{
auto
indexRow
=
objIndex
[
i
];
auto
p1
=
objPoints
[
indexRow
[
0
]];
...
...
@@ -207,13 +233,13 @@ public:
auto
p4
=
objPoints
[
indexRow
[
3
]];
auto
p5
=
objPoints
[
indexRow
[
4
]];
objects
.
push_back
(
new
Pentagon
(
p1
,
p2
,
p3
,
p4
,
p5
,
material
));
objects
.
push_back
(
new
Pentagon
(
p1
,
p2
,
p3
,
p4
,
p5
,
dodekaMat
));
}
}
void
render
(
std
::
vector
<
vec4
>&
image
)
{
#pragma omp parallel for collapse(2)
for
(
int
Y
=
0
;
Y
<
windowHeight
;
Y
++
)
{
#pragma omp parallel for
for
(
int
X
=
0
;
X
<
windowWidth
;
X
++
)
{
vec3
color
=
trace
(
camera
.
getRay
(
X
,
Y
));
image
[
Y
*
windowWidth
+
X
]
=
vec4
(
color
.
x
,
color
.
y
,
color
.
z
,
1
);
...
...
@@ -242,9 +268,16 @@ public:
}
vec3
trace
(
Ray
ray
,
int
depth
=
0
)
{
if
(
depth
>
5
)
{
return
La
;
}
Hit
hit
=
firstIntersect
(
ray
);
if
(
hit
.
t
<
0
)
return
La
;
vec3
outRadiance
=
hit
.
material
->
ka
*
La
;
vec3
outRadiance
(
0
,
0
,
0
);
if
(
hit
.
material
->
type
==
ROUGH
)
{
outRadiance
=
hit
.
material
->
ka
*
La
;
for
(
Light
*
light
:
lights
)
{
Ray
shadowRay
(
hit
.
position
+
hit
.
normal
*
epsilon
,
light
->
position
);
float
cosTheta
=
dot
(
hit
.
normal
,
light
->
position
);
...
...
@@ -252,9 +285,22 @@ public:
outRadiance
=
outRadiance
+
light
->
Le
*
hit
.
material
->
kd
*
cosTheta
;
vec3
halfway
=
normalize
(
-
ray
.
dir
+
light
->
position
);
float
cosDelta
=
dot
(
hit
.
normal
,
halfway
);
if
(
cosDelta
>
0
)
outRadiance
=
outRadiance
+
light
->
Le
*
hit
.
material
->
ks
*
powf
(
cosDelta
,
hit
.
material
->
shininess
);
if
(
cosDelta
>
0
)
outRadiance
=
outRadiance
+
light
->
Le
*
hit
.
material
->
ks
*
powf
(
cosDelta
,
hit
.
material
->
shininess
);
}
}
}
if
(
hit
.
material
->
type
==
REFLECTIVE
)
{
vec3
reflectedDir
=
ray
.
dir
-
hit
.
normal
*
dot
(
hit
.
normal
,
ray
.
dir
)
*
2.0f
;
float
cosa
=
-
dot
(
ray
.
dir
,
hit
.
normal
);
vec3
one
(
1
,
1
,
1
);
vec3
F
=
hit
.
material
->
F0
+
(
one
-
hit
.
material
->
F0
)
*
pow
(
1
-
cosa
,
5
);
outRadiance
=
outRadiance
+
trace
(
Ray
(
hit
.
position
+
hit
.
normal
*
epsilon
,
reflectedDir
),
depth
+
1
)
*
F
;
}
return
outRadiance
;
}
...
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