trying new jitter method for soft shadows, getting better

git-svn-id: svn://anubis/fart/trunk@257 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop committed 2010-07-13 06:35:45 +00:00
1 parent eb14077ab7
commit 57a4e6ed8a
7 files changed
+74 -40

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+1 -1
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@@ -28,7 +28,7 @@ class Light
}
const Color & getSpecularColor() const { return m_specular_color; }
void setJitter(int j) { m_jitter = j; }
void setJitter(int j) { m_jitter = j >= 1 ? j : 1; }
int getJitter() const { return m_jitter; }
void setRadius(double r) { m_radius = r; }
+52 -36
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@@ -1,5 +1,5 @@
#include <math.h> /* exp(), pow() */
#include <math.h> /* exp(), pow(), M_PI */
#include <stdlib.h>
#include <string>
@@ -224,48 +224,64 @@ Color Scene::computePhong(const refptr<Material> material,
it != m_lights.end();
it++)
{
for (int jitter_index = 0, jitter_max = (*it)->getJitter();
jitter_index < jitter_max;
jitter_index++)
Vector lightC = (*it)->getPosition();
double lightRadius = (*it)->getRadius();
Vector directionToLightC = lightC - surfacePoint;
Vector lightPlaneX = directionToLightC.getPerpendicular().normalize();
Vector lightPlaneY = (directionToLightC * lightPlaneX).normalize();
int jitter_samples = 0, jitter_level = (*it)->getJitter();;
for (int jitter_index = 0; jitter_index < jitter_level; jitter_index++)
{
Vector lightPosition = (*it)->getJitterPosition(jitter_index);
Vector directionToLight = lightPosition - surfacePoint;
directionToLight.normalize();
Vector reflectedLightDirection =
directionToLight.reflect(surfaceNormal);
Ray surfaceToLight(surfacePoint, directionToLight);
Color light_contribution =
calculateLightContribution(surfaceToLight.shift(0.0001),
lightPosition);
if ( light_contribution.r > 0.0
|| light_contribution.g > 0.0
|| light_contribution.b > 0.0 )
#if 0
double offset = ((double)rand()) / RAND_MAX * M_2_PI;
#endif
double offset = 0.0;
double jitterRadius = jitter_index * lightRadius
/ (jitter_level - 0.5);
for (int i = 0, num = (int) (M_PI * jitter_index) + 1; i < num; i++)
{
/* calculate the diffuse term */
double diffuse_coef = directionToLight % surfaceNormal;
if (diffuse_coef > 0.0)
{
result += diffuseColor
* (*it)->getDiffuseColor()
* diffuse_coef
* light_contribution
/ jitter_max;
}
jitter_samples++;
double jitter_angle = offset + i * M_2_PI / num;
Vector jitterPosition = lightC
+ lightPlaneX * jitterRadius * cos(jitter_angle)
+ lightPlaneY * jitterRadius * sin(jitter_angle);
Vector directionToLight = jitterPosition - surfacePoint;
directionToLight.normalize();
Vector reflectedLightDirection =
directionToLight.reflect(surfaceNormal);
/* calculate the specular term */
double specular_coef = reflectedLightDirection % viewDirection;
if (specular_coef > 0.0)
Ray surfaceToLight(surfacePoint, directionToLight);
Color light_contribution =
calculateLightContribution(surfaceToLight.shift(0.0001),
jitterPosition);
if ( light_contribution.r > 0.0
|| light_contribution.g > 0.0
|| light_contribution.b > 0.0 )
{
result += specularColor
* (*it)->getSpecularColor()
* pow(specular_coef, shininess)
* light_contribution
/ jitter_max;
/* calculate the diffuse term */
double diffuse_coef = directionToLight % surfaceNormal;
if (diffuse_coef > 0.0)
{
result += diffuseColor
* (*it)->getDiffuseColor()
* diffuse_coef
* light_contribution;
}
/* calculate the specular term */
double specular_coef = reflectedLightDirection % viewDirection;
if (specular_coef > 0.0)
{
result += specularColor
* (*it)->getSpecularColor()
* pow(specular_coef, shininess)
* light_contribution;
}
}
}
}
result /= jitter_samples;
}
return result;