/******************************************************************/ /* 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 "ray_util.h" #include "random_number.h" #include "recursiveRaytracing.h" ////////////////// // Constructors // ////////////////// recursiveRaytracing::recursiveRaytracing(unsigned int maxDepth, unsigned int samplesPerPixel) { _depth = maxDepth; _samples = samplesPerPixel; } ///////////// // Methods // ///////////// image recursiveRaytracing::render(const scene& s) const { image result(s.getCamera().width(), s.getCamera().height()); // for every pixel for(image::size_type y=0; y < result.height(); y++) for(image::size_type x=0; x < result.width(); x++) { // for every sample per pixel for(unsigned int sample = 0; sample < _samples; sample++) { // select point in pixel float px = (_samples == 1) ? (float)(x) + 0.5f : (float)(x) + random_float(); float py = (_samples == 1) ? (float)(y) + 0.5f : (float)(y) + random_float(); // generate view ray ray r = s.getCamera()(px,py); // recursive ray tracing result(x,y) += traceRay(s, r, 1) / (float)(_samples); } } // Done. return result; } color recursiveRaytracing::traceRay(const scene& s, const ray& r, unsigned int currentDepth) const { // intersect intersectionPoint ip = s.intersect(r); // if hit color result; if(ip.isHit()) { // shade point for(unsigned int l=0; l < s.numberOfLightsources(); l++) { // connect to light source lightSample ls = s.getLightsource(l).intensityAt(ip.position()); // check if occluded ray shadowRay = createRay(ip, ls.directionToLight()); intersectionPoint shadowIp = s.intersect(shadowRay); if(ls < shadowIp) result += ip.shade(ls); } // recurse if(currentDepth < _depth && ip.getShaderProperties().specular) { ray reflectedRay = reflectRay(ip); result += ip.shade(reflectedRay.direction()) * traceRay(s, reflectedRay, currentDepth+1); } } // if not hit, check for environment map else if(s.hasEnvironmentMap()) result += s.evaluateEnvironmentMap(r.direction()); // Done. return result; }