add glass like material

This commit is contained in:
Rokas Puzonas 2023-11-29 23:16:50 +02:00
parent 96e389d6b2
commit f38e7d8081
2 changed files with 64 additions and 5 deletions

View File

@ -95,10 +95,11 @@ __global__ void render(vec3 *fb,
__global__ void create_world(hitable **d_list, int d_list_size, hitable **d_world, camera **d_camera) {
if (threadIdx.x == 0 && blockIdx.y == 0) {
d_list[0] = new sphere(vec3( 0, 0 , -1), 0.5, new lambertian(vec3(0.8, 0.3, 0.3)));
d_list[1] = new sphere(vec3( 0, -100.5, -1), 100, new lambertian(vec3(0.8, 0.8, 0.0)));
d_list[2] = new sphere(vec3( 1, 0 , -1), 0.5, new metal(vec3(0.8, 0.6, 0.2), 1.0));
d_list[3] = new sphere(vec3(-1, 0 , -1), 0.5, new metal(vec3(0.8, 0.8, 0.8), 0.3));
d_list[0] = new sphere(vec3( 0, 0 , -1), 0.5, new lambertian(vec3(0.1, 0.2, 0.5)));
d_list[1] = new sphere(vec3( 0, -100.5, -1), 100, new lambertian(vec3(0.8, 0.8, 0.0)));
d_list[2] = new sphere(vec3( 1, 0 , -1), 0.5, new metal(vec3(0.8, 0.6, 0.2), 0.0));
d_list[3] = new sphere(vec3(-1, 0 , -1), 0.5, new dielectric(1.5));
d_list[4] = new sphere(vec3(-1, 0 , -1), -0.45, new dielectric(1.5));
*d_world = new hitable_list(d_list, d_list_size);
*d_camera = new camera();
}
@ -137,7 +138,7 @@ int main() {
// populate world
hitable **d_list;
int d_list_size = 4;
int d_list_size = 5;
checkCudaErrors(cudaMalloc((void **)&d_list, d_list_size*sizeof(hitable *)));
hitable **d_world;
checkCudaErrors(cudaMalloc((void **)&d_world, sizeof(hitable *)));

View File

@ -21,6 +21,24 @@ __device__ vec3 reflect(const vec3& v, const vec3& n) {
return v - 2.0f*dot(v,n)*n;
}
__device__ float schlick(float cosine, float ref_idx) {
float r0 = (1.0 - ref_idx) / (1.0f+ref_idx);
r0 = r0*r0;
return r0 + (1.0f - r0)*pow((1.0f - cosine), 5.0f);
}
__device__ bool refract(const vec3& v, const vec3& n, float ni_over_nt, vec3& refracted) {
vec3 uv = unit_vector(v);
float dt = dot(uv, n);
float discriminant = 1.0f - ni_over_nt*ni_over_nt*(1-dt*dt);
if (discriminant > 0) {
refracted = ni_over_nt*(uv - n*dt) - n*sqrt(discriminant);
return true;
} else {
return false;
}
}
class material {
public:
__device__ virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered, curandState *local_rand_state) const = 0;
@ -58,3 +76,43 @@ public:
vec3 albedo;
float fuzz;
};
class dielectric : public material {
public:
__device__ dielectric(float ri) : ref_idx(ri) {}
__device__ virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered, curandState *local_rand_state) const {
vec3 outward_normal;
vec3 reflected = reflect(r_in.direction(), rec.normal);
float ni_over_nt;
attenuation = vec3(1.0, 1.0, 1.0);
vec3 refracted;
float reflect_prob;
float cosine;
if (dot(r_in.direction(), rec.normal) > 0.0f) {
outward_normal = -rec.normal;
ni_over_nt = ref_idx;
cosine = dot(r_in.direction(), rec.normal) / r_in.direction().length();
cosine = sqrt(1.0f - ref_idx*ref_idx*(1-cosine*cosine));
} else {
outward_normal = rec.normal;
ni_over_nt = 1 / ref_idx;
cosine = -dot(r_in.direction(), rec.normal) / r_in.direction().length();
}
if (refract(r_in.direction(), outward_normal, ni_over_nt, refracted)) {
reflect_prob = schlick(cosine, ref_idx);
} else {
reflect_prob = 1.0;
}
if (curand_uniform(local_rand_state) < reflect_prob) {
scattered = ray(rec.p, reflected);
} else {
scattered = ray(rec.p, refracted);
}
return true;
}
float ref_idx;
};