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Scene.cpp
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196 lines (137 loc) · 4.54 KB
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#include "Math.h"
#include "Scene.h"
/////////////////////////////////////////////////////////
float3 Scene_plane(std::vector<float>& a_rnd)
{
float3 deviation;
const float2 rnd = { a_rnd[0], a_rnd[1] };
deviation.x = rnd.x * 2.0F - 1.0F;
deviation.y = 0.0F;
deviation.z = rnd.y * 2.0F - 1.0F;
return deviation;
}
float3 Scene_sphere(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], a_rnd[1] };
float3 deviation;
const float u = rnd.x * TWOPI - PI;
const float v = rnd.y * PI - HALFPI;
deviation.x = cos(u) * cos(v);
deviation.y = sin(u) * cos(v);
deviation.z = sin(v);
return deviation;
}
float3 Scene_volumeCube(std::vector<float>& a_rnd)
{
float3 deviation;
const float3 rnd = { a_rnd[0], a_rnd[1], a_rnd[3] };
deviation.x = rnd.x * 2.0F - 1.0F;
deviation.y = rnd.y * 2.0F - 1.0F;
deviation.z = rnd.z * 2.0F - 1.0F;
return deviation;
}
float3 Scene_BRDF_Diffuse(std::vector<float>& a_rnd)
{
float3 deviation;
const float2 rnd = { a_rnd[0], a_rnd[1] };
float phi = TWOPI * rnd.x;
float theta = rnd.y;
float h = sqrt(1.0F - theta * theta);
deviation.x = cos(phi) * h;
deviation.y = theta;
deviation.z = sin(phi) * h;
return deviation;
}
float3 Scene_BRDF_DiffuseImportance(std::vector<float>& a_rnd)
{
float3 deviation;
const float2 rnd = { a_rnd[0], fmax(a_rnd[1], 1e-6F) };
const float phi = TWOPI * rnd.x;
const float cosTheta = pow(rnd.y, 1.0F / (E + 1.0F));
const float sinTheta = sqrt(1.0F - cosTheta * cosTheta);
deviation.x = cos(phi) * sinTheta;
deviation.y = cosTheta;
deviation.z = sin(phi) * sinTheta;
return deviation;
}
float3 Scene_BRDF_PhongImportance(std::vector<float>& a_rnd)
{
float3 deviation;
const float2 rnd = { a_rnd[0], fmax(a_rnd[1], 1e-6F) };
const float cosPower = 10.0F;
const float phi = TWOPI * rnd.x;
const float sinTheta = sqrt(1.0F - pow(rnd.y, 2.0F / (cosPower + 1.0F)));
const float cosTheta = pow(rnd.y, 1.0F / (cosPower + 1.0F));
deviation.x = cos(phi) * sinTheta;
deviation.y = cosTheta;
deviation.z = sin(phi) * sinTheta;
return deviation;
}
float3 Scene_BRDF_GGXImportance(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], fmax(a_rnd[1], 1e-6F) };
float3 deviation;
const float roughness = 0.5f; // [0-1]
const float phi = TWOPI * rnd.x;
const float cosTheta = sqrt((1.0F - rnd.y) / (1.0F + roughness * roughness * rnd.y - rnd.y));
const float sinTheta = sqrt(1.0F - cosTheta * cosTheta);
deviation.x = sinTheta * cos(phi);
deviation.y = cosTheta;
deviation.z = sinTheta * sin(phi);
return deviation;
}
float3 Scene_Sin(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], a_rnd[1] };
float3 deviation;
deviation.x = rnd.x - 0.5F;
deviation.y = sin(rnd.x * PI * 3.0F);
deviation.z = rnd.y;
return deviation;
}
float3 Scene_SeaShell(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], a_rnd[1] };
float3 deviation;
const float u = rnd.x * 8.0F * PI;
const float v = rnd.y * TWOPI - PI;
deviation.x = u * cos(u) * (cos(v) + 1.0F);
deviation.y = u * sin(v) - powf((u + 3) / 8.0F * PI, 2) + 100.0F;
deviation.z = u * sin(u) * (cos(v) + 1.0F);
deviation.y -= 20.0F; // offset in center coord
return deviation * 0.02F;
}
float3 Scene_Shamrock(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], a_rnd[1] };
float3 deviation;
const float u = rnd.x * 4.0F * PI - TWOPI;
const float v = rnd.y * TWOPI - PI;
deviation.x = cos(u) * cos(v) + 3.0F * cos(u) * (1.5F + sin(1.5F * u) / 2.0F);
deviation.y = sin(u) * cos(v) + 3.0F * sin(u) * (1.5F + sin(1.5F * u) / 2.0F);
deviation.z = sin(v) + 2.0F * cos(1.5F * u);
return deviation * 0.15F;
}
float3 Scene_DiniSurface(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], a_rnd[1] };
float3 deviation;
const float u = rnd.x * 4.0F * PI;
const float v = rnd.y * 2.0F + 0.001F;
deviation.x = cos(u) * sin(v);
deviation.y = sin(u) * sin(v);
deviation.z = cos(v) + log(tan(v / 2.0F)) + 0.2F * u - 4.0F;
deviation.z += 4.0F; // offset in center coord
return deviation * 0.5F;
}
float3 Scene_Surface01(std::vector<float>& a_rnd)
{
const float2 rnd = { a_rnd[0], a_rnd[1] };
float3 deviation;
const float u = rnd.x * (2.0F + PI) - PI;
const float v = rnd.y * TWOPI - PI;
deviation.x = u * sin(v);
deviation.y = u * cos(v);
deviation.z = u * sin(u) * sin(u);
return deviation * 0.3F;
}