Color[] CreateColorForTestAntialiasing(int width, int height) { //视锥体的左下角、长宽和起始扫射点设定 Vector3 lowLeftCorner = new Vector3(-2, -1, -1); Vector3 horizontal = new Vector3(4, 0, 0); Vector3 vertical = new Vector3(0, 2, 0); Vector3 original = new Vector3(0, 0, 0); int l = width * height; HitableList hitableList = new HitableList(); hitableList.list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f)); hitableList.list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100f)); Color[] colors = new Color[l]; Camera camera = new Camera(original, lowLeftCorner, horizontal, vertical); float recip_width = 1f / width; float recip_height = 1f / height; for (int j = height - 1; j >= 0; j--) { for (int i = 0; i < width; i++) { Color color = new Color(0, 0, 0); for (int s = 0; s < SAMPLE; s++) { Ray r = camera.CreateRay((i + Random.Range(0f, 1f)) * recip_width, (j + Random.Range(0f, 1f)) * recip_height); color += GetColorForTestAntialiasing(r, hitableList); } color *= SAMPLE_WEIGHT; color.a = 1f; colors[i + j * width] = color; } } return(colors); }
HitableList GetRandomScene() { HitableList hitableList = new HitableList(); hitableList.list.Add(new Sphere(new Vector3(0, -1000, 0), 1000, new Lambertian(new Color(0.5f, 0.5f, 0.5f)))); for (int a = -11; a < 11; a++) { for (int b = -11; b < 11; b++) { float choose_mat = _M.R(); Vector3 center = new Vector3(a + 0.9f * _M.R(), 0.2f, b + 0.9f * _M.R()); if ((center - new Vector3(4, 0.2f, 0)).magnitude > 0.9f) { if (choose_mat < 0.8) //diffuse { hitableList.list.Add(new Sphere(center, 0.2f, new Lambertian(new Color(_M.R() * _M.R(), _M.R() * _M.R(), _M.R() * _M.R())))); } else if (choose_mat < 0.95) //metal { hitableList.list.Add(new Sphere(center, 0.2f, new Metal(new Color(0.5f * (1 + _M.R()), 0.5f * (1 + _M.R()), 0.5f * _M.R())))); } else //glass { hitableList.list.Add(new Sphere(center, 0.2f, new Dielectric(1.5f))); } } } } hitableList.list.Add(new Sphere(new Vector3(0, 1, 0), 1.0f, new Dielectric(1.5f))); hitableList.list.Add(new Sphere(new Vector3(-4, 1, 0), 1.0f, new Lambertian(new Color(0.4f, 0.2f, 0.1f)))); hitableList.list.Add(new Sphere(new Vector3(4, 1, 0), 1.0f, new Metal(new Color(0.7f, 0.6f, 0.5f), 0.0f))); return(hitableList); }
Color GetColorForTestAntialiasing(Ray ray, HitableList hitableList) { HitRecord record = new HitRecord(); if (hitableList.Hit(ray, 0f, float.MaxValue, ref record)) { return(0.5f * new Color(record.normal.x + 1, record.normal.y + 1, record.normal.z + 1, 2)); } float t = 0.5f * ray.normalDirection.y + 1f; return((1 - t) * new Color(1, 1, 1) + t * new Color(0.5f, 0.7f, 1.0f)); }
Color GetColorForTestDiffusing(Ray ray, HitableList hitableList) { HitRecord record = new HitRecord(); if (hitableList.Hit(ray, 0.0001f, float.MaxValue, ref record)) { Vector3 target = record.p + record.normal + GetRandomPointInUnitSphereForTestDiffusing(); //此处假定有50%的光被吸收,剩下的则从入射点开始取随机方向再次发射一条射线 return(0.5f * GetColorForTestDiffusing(new Ray(record.p, target - record.p), hitableList)); } float t = 0.5f * ray.normalDirection.y + 1f; return((1 - t) * new Color(1, 1, 1) + t * new Color(0.5f, 0.7f, 1f)); }
Color[] CreateColorForTestDefocus(int width, int height) { //视锥体的左下角、长宽和起始扫射点设定 //Vector3 lowLeftCorner = new Vector3(-2, -1, -1); //Vector3 horizontal = new Vector3(4, 0, 0); //Vector3 vertical = new Vector3(0, 2, 0); //Vector3 original = new Vector3(0, 0, 0); int l = width * height; HitableList hitableList = new HitableList(); //这里注释的两句话是随机场景渲染用的 //HitableList hitableList = _M.CreateRandomScene(); hitableList.list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f, new Lambertian(new Color(0.2f, 0.2f, 0.8f)))); hitableList.list.Add(new Sphere(new Vector3(0, -100.5f, -1f), 100f, new Lambertian(new Color(0.8f, 0.8f, 0.0f)))); hitableList.list.Add(new Sphere(new Vector3(1, 0, -1), 0.5f, new Metal(new Color(0.8f, 0.6f, 0.2f), 0.0f))); hitableList.list.Add(new Sphere(new Vector3(-1, 0, -1), 0.5f, new Dielectric(1.5f))); Color[] colors = new Color[l]; //Vector3 from = new Vector3(10f, 2f, -2); //Vector3 to = new Vector3(0, 1, 0); Vector3 from = new Vector3(0f, 1f, 2f); Vector3 to = new Vector3(0, 0, 0); Camera camera = new Camera(from, to, Vector3.up, 90, (float)width / height); //Camera camera = new Camera(from, to, Vector3.up, 35, width / height); float recip_widht = 1f / width; float recip_height = 1f / height; for (int j = height - 1; j >= 0; j--) { for (int i = 0; i < width; i++) { Color color = new Color(0, 0, 0); for (int s = 0; s < SAMPLE; s++) { Ray r = camera.CreateRay((i + _M.R()) * recip_widht, (j + _M.R()) * recip_height); color += GetColorForTestDefocus(r, hitableList, 0); } color *= SAMPLE_WEIGHT; //为了使球体看起来更亮,改变gamma值 color = new Color(Mathf.Sqrt(color.r), Mathf.Sqrt(color.g), Mathf.Sqrt(color.b), 1f); color.a = 1f; colors[i + j * width] = color; } EditorUtility.DisplayProgressBar("", "", j / (float)height); } EditorUtility.ClearProgressBar(); return(colors); }
Color[] CreateColorForTestScene(int width, int height) { //视锥体的左下角、长宽和起始扫射点设定 //Vector3 lowLeftCorner = new Vector3(-2, -1, -1); //Vector3 horizontal = new Vector3(4, 0, 0); //Vector3 vertical = new Vector3(0, 2, 0); //Vector3 original = new Vector3(0, 0, 0); int l = width * height; //HitableList hitableList = new HitableList(); //这里注释的两句话是随机场景渲染用的 //HitableList hitableList = _M.CreateRandomScene(); HitableList hitableList = GetRandomScene(); Color[] colors = new Color[l]; //Vector3 from = new Vector3(10f, 2f, -2); //Vector3 to = new Vector3(0, 1, 0); Vector3 from = new Vector3(13f, 2f, 3f); Vector3 to = new Vector3(0, 0, 0); Camera camera = new Camera(from, to, Vector3.up, 20, width / height, 0.0f, 0.7f * (from - to).magnitude); //Camera camera = new Camera(from, to, Vector3.up, 35, width / height); float recip_widht = 1f / width; float recip_height = 1f / height; for (int j = height - 1; j >= 0; j--) { for (int i = 0; i < width; i++) { Color color = new Color(0, 0, 0); for (int s = 0; s < SAMPLE; s++) { Ray r = camera.CreateRay((i + _M.R()) * recip_widht, (j + _M.R()) * recip_height); color += GetColorForTestDefocus(r, hitableList, 0); } color *= SAMPLE_WEIGHT; //为了使球体看起来更亮,改变gamma值 color = new Color(Mathf.Sqrt(color.r), Mathf.Sqrt(color.g), Mathf.Sqrt(color.b), 1f); color.a = 1f; colors[i + j * width] = color; EditorUtility.DisplayProgressBar("", "", (float)(i + j * width) / (float)l); } } EditorUtility.ClearProgressBar(); return(colors); }
Color[] CreateColorForTestDielectric(int width, int height) { //视锥体的左下角,长宽和起始扫射点设定 Vector3 lowLeftCorner = new Vector3(-2, -1, -1); Vector3 horizontal = new Vector3(4, 0, 0); Vector3 vertical = new Vector3(0, 2, 0); Vector3 original = new Vector3(0, 0, 0); int l = width * height; HitableList hitalbeList = new HitableList(); hitalbeList.list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f, new Lambertian(new Color(0.1f, 0.2f, 0.5f)))); hitalbeList.list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100f, new Lambertian(new Color(0.8f, 0.8f, 0.0f)))); hitalbeList.list.Add(new Sphere(new Vector3(1, 0, -1), 0.5f, new Metal(new Color(0.8f, 0.6f, 0.2f), 0.0f))); hitalbeList.list.Add(new Sphere(new Vector3(-1, 0, -1), 0.5f, new Dielectric(1.5f))); hitalbeList.list.Add(new Sphere(new Vector3(-1, 0, -1), -0.45f, new Dielectric(1.5f))); Color[] colors = new Color[l]; Camera camera = new Camera(original, lowLeftCorner, horizontal, vertical); //Camera camera = new Camera(45, 2); //Camera camera = new Camera(new Vector3(-2, 2, -1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), 90, 2); float recip_width = 1f / width; float recip_height = 1f / height; for (int j = height - 1; j >= 0; j--) { for (int i = 0; i < width; i++) { Color color = new Color(0, 0, 0); for (int s = 0; s < SAMPLE; s++) { Ray r = camera.CreateRay((i + _M.R()) * recip_width, (j + _M.R()) * recip_height); color += GetColorForTestDielectric(r, hitalbeList, 0); } color *= SAMPLE_WEIGHT; //为了使球体看起来更亮,改变gamma值 color = new Color(Mathf.Sqrt(color.r), Mathf.Sqrt(color.g), Mathf.Sqrt(color.b), 1f); color.a = 1; colors[i + j * width] = color; } } return(colors); }
Color[] CreateColorForTestMetal(int width, int height) { //视锥体的左下角,长宽和起始扫射设定 Vector3 lowLeftCorner = new Vector3(-2, -1, -1); Vector3 horizontal = new Vector3(4, 0, 0); Vector3 vertical = new Vector3(0, 2, 0); Vector3 original = new Vector3(0, 0, 0); int l = width * height; HitableList hitableList = new HitableList(); hitableList.list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f, new Lambertian(new Color(0.8f, 0.3f, 0.3f)))); hitableList.list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100f, new Lambertian(new Color(0.8f, 0.8f, 0.0f)))); hitableList.list.Add(new Sphere(new Vector3(1, 0, -1), 0.5f, new Metal(new Color(0.8f, 0.6f, 0.2f), 1.0f))); hitableList.list.Add(new Sphere(new Vector3(-1, 0, -1), 0.5f, new Metal(new Color(0.8f, 0.8f, 0.8f), 0.3f))); Color[] colors = new Color[l]; Camera camera = new Camera(original, lowLeftCorner, horizontal, vertical); float recip_width = 1f / width; float recip_height = 1f / height; for (int j = height - 1; j >= 0; j--) { for (int i = 0; i < width; i++) { Color color = new Color(0, 0, 0); for (int s = 0; s < SAMPLE; s++) { Ray r = camera.CreateRay((i + Random.Range(0f, 1f)) * recip_width, (j + Random.Range(0f, 1f)) * recip_height); color += GetColorForTestMetal(r, hitableList, 0); } color *= SAMPLE_WEIGHT; //为了使球体看起来更亮,改变gamma值 color = new Color(Mathf.Sqrt(color.r), Mathf.Sqrt(color.g), Mathf.Sqrt(color.b), 1f); color.a = 1f; colors[i + j * width] = color; } } Debug.Log("RayTracing time: %l" + m_rayTimes.ToString()); return(colors); }
Color GetColorForTestDefocus(Ray ray, HitableList hitableList, int depth) { HitRecord record = new HitRecord(); if (hitableList.Hit(ray, 0.0001f, float.MaxValue, ref record)) { Ray r = new Ray(Vector3.zero, Vector3.zero); Color attenuation = Color.black; if (depth < MAX_SCATTER_TIME && record.material.scatter(ray, record, ref attenuation, ref r)) { Color c = GetColorForTestDefocus(r, hitableList, depth + 1); return(new Color(c.r * attenuation.r, c.g * attenuation.g, c.b * attenuation.b)); } else { //假设已经反射了太多次,或者压根就没有发生反射,那么就认为黑了 return(Color.black); } } float t = 0.5f * ray.normalDirection.y + 1f; return((1 - t) * new Color(1, 1, 1) + t * new Color(0.5f, 0.7f, 1f)); }
Color[] CreateColorForTestHitRecord(int width, int height) { //视锥体的左下角,长宽和起始扫射点设定 Vector3 lowLeftCorner = new Vector3(-2, -1, -1); Vector3 horizontal = new Vector3(4, 0, 0); Vector3 vertical = new Vector3(0, 2, 0); Vector3 original = new Vector3(0, 0, 0); int l = width * height; HitableList hitableList = new HitableList(); hitableList.list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f)); hitableList.list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100)); Color[] colors = new Color[l]; for (int j = height - 1; j >= 0; j--) { for (int i = 0; i < width; i++) { Ray r = new Ray(original, lowLeftCorner + horizontal * i / (float)width + vertical * j / (float)height); colors[i + j * width] = GetColorForTestHitRecord(r, hitableList); } } return(colors); }