+ | Refraction index dieletric material

This commit is contained in:
TheRedShip
2025-01-06 12:15:03 +01:00
parent 00af3314d8
commit 5a6fd1f9ef
8 changed files with 85 additions and 13 deletions

View File

@ -21,6 +21,7 @@ typedef struct s_Material
float emission;
float roughness;
float metallic;
int type;
} Material;
class Object

View File

@ -37,6 +37,7 @@ struct GPUMaterial
float emission;
float roughness;
float metallic;
int type;
};
class Sphere;

View File

@ -1,9 +1,10 @@
CAM 0 -0.5 4
MAT 255 010 010 5 0.0 1.0
MAT 010 255 010 5 0.0 1.0
MAT 010 010 255 5 0.0 1.0
MAT 255 255 255 0 1.0 1.0
MAT 255 255 255 0 1.7 1.0 1
MAT 255 255 255 0 0.0 1.0

View File

@ -24,6 +24,7 @@ struct GPUMaterial
float emission; // 4
float roughness; // 4
float metallic; // 4
int type; // 4
};
layout(std430, binding = 1) buffer ObjectBuffer

View File

@ -1,20 +1,68 @@
Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
Ray lambertRay(hitInfo hit, Ray ray, GPUMaterial mat, uint rng_state)
{
GPUObject obj;
GPUMaterial mat;
Ray new_ray;
obj = objects[hit.obj_index];
mat = materials[obj.mat_index];
vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
vec3 specular_dir = reflect(ray.direction, hit.normal);
bool is_specular = (mat.metallic >= randomValue(rng_state));
new_ray.origin = hit.position + hit.normal * 0.001;
new_ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
ray.origin = hit.position + hit.normal * 0.001;
ray.direction = mix(diffuse_dir, specular_dir, mat.roughness * float(is_specular));
return (new_ray);
return (ray);
}
// Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
// {
// float refraction_ratio;
// vec3 unit_direction;
// refraction_ratio = 1.0f / mat.roughness; //mat.roughness = refraction (saving memory)
// if (dot(ray.direction, hit.normal) > 0.0f)
// {
// hit.normal = -hit.normal;
// refraction_ratio = mat.roughness;
// }
// unit_direction = normalize(ray.direction);
// ray.origin = hit.position + hit.normal * -0.0001f;
// ray.direction = refract(unit_direction, hit.normal, refraction_ratio);
// return (ray);
// }
Ray dieletricRay(hitInfo hit, Ray ray, GPUMaterial mat)
{
float refraction_ratio;
vec3 unit_direction;
refraction_ratio = 1.0f / mat.roughness; //mat.roughness = refraction (saving memory)
float d = dot(ray.direction, hit.normal);
hit.normal *= sign(d);
if (d > 0.0f)
refraction_ratio = mat.roughness;
unit_direction = normalize(ray.direction);
ray.origin = hit.position + hit.normal * 0.0001f;
ray.direction = refract(unit_direction, -hit.normal, refraction_ratio);
return (ray);
}
Ray newRay(hitInfo hit, Ray ray, uint rng_state)
{
GPUObject obj;
GPUMaterial mat;
obj = objects[hit.obj_index];
mat = materials[obj.mat_index];
if (mat.type == 0)
return (lambertRay(hit, ray, mat, rng_state));
else if (mat.type == 1)
return (dieletricRay(hit, ray, mat));
return (ray);
}

View File

@ -108,6 +108,7 @@ void Scene::updateGPUData()
gpu_mat.emission = material->emission;
gpu_mat.roughness = material->roughness;
gpu_mat.metallic = material->metallic;
gpu_mat.type = material->type;
_gpu_materials.push_back(gpu_mat);
}

View File

@ -45,17 +45,23 @@ void SceneParser::parseMaterial(std::stringstream &line)
float emission;
float roughness;
float metallic;
int type;
Material *mat;
if (!(line >> r >> g >> b >> emission >> roughness >> metallic))
throw std::runtime_error("Material: Missing material properties");
if (!(line >> type))
type = 0;
mat = new Material;
mat->color = glm::vec3(r / 255.0f, g / 255.0f, b / 255.0f);
mat->emission = emission;
mat->roughness = roughness;
mat->metallic = metallic;
mat->type = type;
_scene->addMaterial(mat);
}

View File

@ -48,13 +48,26 @@ const char *loadFileWithIncludes(const std::string& path)
}
void printWithLineNumbers(const char *str)
{
if (!str)
return;
std::istringstream stream(str);
std::string line;
int lineNumber = 1;
while (std::getline(stream, line))
std::cout << lineNumber++ << ": " << line << std::endl;
}
Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string computePath)
{
const char *vertexCode = loadFileWithIncludes(vertexPath);
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
std::cout << computeCode << std::endl;
printWithLineNumbers(computeCode);
_vertex = glCreateShader(GL_VERTEX_SHADER);