/// <inheritdoc /> public PixelData GetPixelColor(int x, int y) { Debug.WriteLine($"Pixel: ({x}, {y})"); var pixelData = new PixelData(x, y); using (new BlockTimer(pixelData.SetPixelColorMilliseconds)) { ColorVector color = ColorVector.Zero; float xfloat = Convert.ToSingle(x); float yfloat = Convert.ToSingle(y); long totalSampleMilliseconds = 0; if (_renderConfig.NumSamples > 1) { for (int sample = 0; sample < _renderConfig.NumSamples; sample++) { var sw = Stopwatch.StartNew(); float u = (xfloat + RandomService.Nextfloat()) / _imageWidth; float v = (yfloat + RandomService.Nextfloat()) / _imageHeight; var r = _camera.GetRay(u, v); color += GetRayColor(r, _world, pixelData, 0).DeNan(); sw.Stop(); totalSampleMilliseconds += sw.ElapsedMilliseconds; } color /= Convert.ToSingle(_renderConfig.NumSamples); } else { var sw = Stopwatch.StartNew(); color = GetRayColor(_camera.GetRay(xfloat / _imageWidth, yfloat / _imageHeight), _world, pixelData, 0).DeNan(); totalSampleMilliseconds += sw.ElapsedMilliseconds; } pixelData.AverageSampleMilliseconds = totalSampleMilliseconds / _renderConfig.NumSamples; color = color.DeNan().ApplyGamma2(); // Debug.WriteLine($"Final Color at ({x}, {y}) -> ({color.R}, {color.G}, {color.B})"); pixelData.Color = color; } return(pixelData); }
public void SetPixelColor(int x, int y, ColorVector color) { SetPixelColor(x, y, color.ToRgba32()); }
private ColorVector GetRayColor(Ray ray, IHitable world, PixelData pixelData, int depth) { Debug.WriteLine($"Depth: {depth}"); pixelData.SetDepth(depth); try { // the 0.001 corrects for the "shadow acne" HitRecord hr = world.Hit(ray, 0.001f, float.MaxValue); if (hr != null) { var emitted = hr.Material.Emitted(ray, hr, hr.UvCoords, hr.P); if (hr.Material is DiffuseLight) { Debug.WriteLine($"HIT A LIGHT. Emitted: {emitted}"); } if (depth < _renderConfig.RayTraceDepth) { var scatterResult = hr.Material.Scatter(ray, hr); if (scatterResult.IsScattered) { if (scatterResult.IsSpecular) { return(scatterResult.Attenuation * GetRayColor(scatterResult.SpecularRay, world, pixelData, depth + 1)); } else { var p0 = new HitablePdf(_lightHitable, hr.P); var p = new MixturePdf(p0, scatterResult.Pdf); var scattered = new Ray(hr.P, p.Generate()); float pdfValue = p.GetValue(scattered.Direction); var scatteringPdf = hr.Material.ScatteringPdf(ray, hr, scattered); if (scatteringPdf < 0.01f) { scatteringPdf = 0.01f; // //pdfValue = 1.0f; } { //pdfValue = 1.0f; } var depthRayColor = GetRayColor(scattered, world, pixelData, depth + 1); ColorVector recurseColor = ((scatterResult.Attenuation * scatteringPdf * depthRayColor) / pdfValue); Debug.WriteLine($"Attenuation ({scatterResult.Attenuation}) ScatteringPdf ({scatteringPdf}) DepthRayColor({depthRayColor}) PdfValue({pdfValue})"); Debug.WriteLine($"emitted: {emitted}"); Debug.WriteLine($"RecurseColor: {recurseColor}"); return(emitted + recurseColor); } } else { Debug.WriteLine("NOT SCATTERED"); } } return(emitted); } if (depth == 0) { Debug.WriteLine("depth at 0..."); } Debug.WriteLine("returning backgroundfunc"); return(_backgroundFunc(ray)); } finally { Debug.WriteLine($"Exiting Depth: {depth}"); } }