/******************************************************************/ /* This file is part of the homework assignments for CSCI-427/527 */ /* at The College of William & Mary and authored by Pieter Peers. */ /* No part of this file, whether altered or in original form, can */ /* be distributed or used outside the context of CSCI-427/527 */ /* without consent of either the College of William & Mary or */ /* Pieter Peers. */ /******************************************************************/ #include #include "compoundShader.h" #include "random_number.h" #include // DEBUG ////////////////// // Constructors // ////////////////// compoundShader::compoundShader(const std::vector>& shader_list) : shader_base() { _compound = shader_list; } ///////////// // Methods // ///////////// color compoundShader::shade(const intersectionPoint& ip, const vec3d& light_dir) const { color result(0.0f, 0.0f, 0.0f); for_each(_compound.begin(), _compound.end(), [&](const std::shared_ptr& shader) { result += shader->shade(ip, light_dir); }); // Done. return result; } color compoundShader::reflectance(const intersectionPoint& ip, const vec3d& light_dir) const { color result(0.0f, 0.0f, 0.0f); for_each(_compound.begin(), _compound.end(), [&](const std::shared_ptr& shader) { result += shader->reflectance(ip, light_dir); }); // Done. return result; } brdfSample compoundShader::sample(const intersectionPoint& ip, float r1, float r2) const { // santiy check if(_compound.empty()) return brdfSample(); // initialize auto currentCompound = _compound.begin(); float pdf = 1.0f; // HW6: implement importance sampling of BRDF, where you select // a BRDF propertional to their relative reflectivity. // For example, if the compound shader has two BRDFs with // an reflectivity of 20% and 40%, then the likelihood that // the second BRDF is sampled is twice that of the first BRDF. // Practically, you need to point the 'currentCompound' to the BRDF // you want sample, and set 'pdf' to the PDF of the selection. // Modifies: nothing // Returns: brdfSample float cdf = 0.0f; float choice = random_float(1.0f) * reflectivity(ip); // compute cdf until it exceeds choice probability and select that compound while (currentCompound < _compound.end() && choice >= cdf) { pdf = (**currentCompound).reflectivity(ip); cdf += pdf; currentCompound++; } // move currentCompound back to selection currentCompound--; // generate sample (do not remove -- this line will produce the correct // result if currentCompound and pdf are set correctly). return (*currentCompound)->sample(ip, r1, r2) * pdf; } float compoundShader::reflectivity(const intersectionPoint& ip) const { // return sum of reflectivity float total_reflectivity = 0.0f; for_each(_compound.begin(), _compound.end(), [&](const std::shared_ptr& shader) { total_reflectivity += shader->reflectivity(ip); }); // Done. return total_reflectivity; } color compoundShader::emittance(const intersectionPoint& ip) const { // return total sum of emittance color total_emittance; for_each(_compound.begin(), _compound.end(), [&](const std::shared_ptr& shader) { total_emittance += shader->emittance(ip); }); // Done. return total_emittance; } shaderProperties compoundShader::properties(const intersectionPoint& ip) const { // if any component has a property set, then set it for the compound shaderProperties result(false, false); for(unsigned int i=0; i < _compound.size(); i++) result |= _compound[i]->properties(ip); // Done. return result; } void compoundShader::_print(std::ostream& s) const { s << "Compound Shader (" << _compound.size() << " components): {"; for(unsigned int i=0; i < _compound.size(); i++) { s << *_compound[i]; if(i != _compound.size()-1) s << ", "; } s << "}"; }