erebus

annotate liberebus/src/rt.cc @ 41:2e817711d0f6

console: proper input line windowing and clipping
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 10 Jun 2014 12:28:56 +0300
parents 53a98c148bf8
children ed18af9da8f7
rev   line source
nuclear@8 1 #include <assert.h>
nuclear@6 2 #include "rt.h"
nuclear@8 3 #include "erebus_impl.h"
nuclear@8 4
nuclear@17 5 Color ray_trace(struct erebus *ctx, const Ray &ray, int iter)
nuclear@6 6 {
nuclear@17 7 const Scene *scn = ctx->scn;
nuclear@17 8 if(!scn) {
nuclear@17 9 return Color(1, 0, 0);
nuclear@17 10 }
nuclear@17 11
nuclear@6 12 RayHit hit;
nuclear@6 13 if(!(scn->intersect(ray, &hit))) {
nuclear@8 14 return scn->get_env_color(ray);
nuclear@6 15 }
nuclear@6 16
nuclear@17 17 return shade(ctx, hit, iter);
nuclear@6 18 }
nuclear@6 19
nuclear@17 20 Color shade(struct erebus *ctx, const RayHit &hit, int iter)
nuclear@6 21 {
nuclear@8 22 assert(hit.obj->get_type() == ObjType::geom);
nuclear@17 23 int max_iter = erb_getopti(ctx, ERB_OPT_MAX_ITER);
nuclear@17 24 const Scene *scn = ctx->scn;
nuclear@8 25 const GeomObject *obj = (const GeomObject*)hit.obj;
nuclear@8 26 const Material *mtl = &obj->mtl;
nuclear@8 27 const Reflectance *brdf = obj->brdf;
nuclear@8 28 const Ray &ray = hit.world_ray;
nuclear@26 29 //bool entering = true;
nuclear@8 30
nuclear@17 31 Vector3 norm = hit.calc_normal();
nuclear@23 32 if(dot_product(ray.dir, norm) > 0.0) {
nuclear@26 33 //entering = false;
nuclear@23 34 norm = -norm;
nuclear@23 35 }
nuclear@23 36
nuclear@18 37 //return norm * 0.5 + Vector3(0.5, 0.5, 0.5);
nuclear@17 38 Vector2 texcoords = hit.calc_texcoords();
nuclear@8 39
nuclear@17 40 Color color = mtl->get_attrib_color("diffuse", texcoords.x, texcoords.y);
nuclear@28 41 Color specular = mtl->get_attrib_color("specular", texcoords.x, texcoords.y);
nuclear@28 42 Color res = mtl->get_attrib_color("emissive", texcoords.x, texcoords.y) +
nuclear@28 43 color * scn->get_env().ambient;
nuclear@28 44 float shininess = mtl->get_attrib_value("shininess");
nuclear@8 45
nuclear@8 46 Vector3 sample_dir;
nuclear@31 47 float prob = brdf->sample(SurfaceGeometry(norm), -hit.world_ray.dir, &sample_dir);
nuclear@28 48 if(iter < max_iter && randf() <= prob && ray.energy * prob > 0.001) {
nuclear@8 49 Ray sample_ray;
nuclear@8 50 sample_ray.origin = ray.origin + ray.dir * hit.dist;
nuclear@8 51 sample_ray.dir = sample_dir;
nuclear@28 52 sample_ray.energy = ray.energy * prob;
nuclear@8 53
nuclear@17 54 res += ray_trace(ctx, sample_ray, iter + 1) * color;
nuclear@8 55 }
nuclear@29 56
nuclear@29 57 res.w = 1.0;
nuclear@8 58 return res;
nuclear@6 59 }