minimal effort global illumination
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@@ -145,7 +145,7 @@ void addCeilingLight(const defaults& config, const ceilingdefaults& ceilingconf,
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void livePreview(Octree<int>& grid, defaults& config, const Camera& cam) {
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std::lock_guard<std::mutex> lock(PreviewMutex);
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updatePreview = true;
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frame currentPreviewFrame = grid.renderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB, 4, 3);
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frame currentPreviewFrame = grid.renderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB, 4, 3, true);
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glGenTextures(1, &textu);
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glBindTexture(GL_TEXTURE_2D, textu);
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@@ -524,7 +524,8 @@ public:
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return hits;
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}
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frame renderFrame(const Camera& cam, int height, int width, frame::colormap colorformat = frame::colormap::RGB, int samplesPerPixel = 2, int maxBounces = 4) {
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frame renderFrame(const Camera& cam, int height, int width, frame::colormap colorformat = frame::colormap::RGB, int samplesPerPixel = 2,
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int maxBounces = 4, bool globalIllumination = false) {
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PointType origin = cam.origin;
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PointType dir = cam.direction.normalized();
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PointType up = cam.up.normalized();
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@@ -547,19 +548,21 @@ public:
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float tanHalfFov = tan(fovRad * 0.5f);
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float tanfovy = tanHalfFov;
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float tanfovx = tanHalfFov * aspect;
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PointType space(0,0,0);
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if (globalIllumination) space = {0.1,0.1,0.1};
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const Eigen::Vector3f defaultColor(0.01f, 0.01f, 0.01f);
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float rayLength = std::numeric_limits<float>::max();
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std::function<Eigen::Vector3f(const PointType&, const PointType&, int, uint32_t&)> traceRay =
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[&](const PointType& rayOrig, const PointType& rayDir, int bounces, uint32_t& rngState) -> Eigen::Vector3f {
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if (bounces > maxBounces) return {0,0,0};
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if (bounces > maxBounces) return space;
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auto hits = voxelTraverse(rayOrig, rayDir, rayLength, true);
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if (hits.empty() && bounces == 0) {
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return defaultColor;
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} else if (hits.empty()) {
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return {0,0,0};
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return space;
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}
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auto obj = hits[0];
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@@ -581,7 +584,7 @@ public:
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PointType hitPoint = rayOrig + rayDir * t;
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PointType normal = (hitPoint - center).normalized();
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Eigen::Vector3f finalColor = {0,0,0};
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Eigen::Vector3f finalColor = space;
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if (obj->light) {
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return obj->color * obj->emittance;
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