36.3 圆盘Inverse Mapping
36.3.1 数学推导
我们只考虑圆盘垂直于ZOX平面的情况。
36.3.2 看C++代码实现
----------------------------------------------elliptic_plane.cpp ------------------------------------------
elliptic_plane.cpp
#include "elliptic_plane.h"
#include <iostream>
using namespace std;
bool elliptic_plane::hit(const ray& r, float t_min, float t_max, hit_record& rec) const {
#if ELLIPTIC_PLANE_LOG == 1
std::cout << "-------------elliptic_plane::hit----------------" << endl;
#endif // ELLIPTIC_PLANE_LOG
if(dot(normal, r.direction()) == 0) {
return false;
}
else {
if (dot(normal, r.direction()) > 0) {
rec.normal = - normal;
}
float temp = (dot(normal, center) - dot(normal, r.origin())) / dot(normal, r.direction());
if (temp < t_max && temp > t_min) {
rec.t = temp;
rec.p = r.point_at_parameter(rec.t);
if (((((rec.p.x()-center.x())*(rec.p.x()-center.x())) / (intercept_x*intercept_x))
+ (((rec.p.y()-center.y())*(rec.p.y()-center.y())) / (intercept_y*intercept_y))
+ (((rec.p.z()-center.z())*(rec.p.z()-center.z())) / (intercept_z*intercept_z))) <= 1) {
rec.mat_ptr = ma;
if ((intercept_x == intercept_y) && (intercept_y == intercept_z)) {
rec.v = sqrt(((rec.p.x()-center.x())*(rec.p.x()-center.x()) + (rec.p.y()-center.y())*(rec.p.y()-center.y())) / (intercept_x*intercept_x));
vec3 pc1 = vec3(rec.p.x()-center.x(), rec.p.y()-center.y(), 0);
vec3 vx = vec3(1, 0, 0);
float u = acos(dot(pc1, vx) / (pc1.length()*vx.length())) / (2*M_PI);
/* float u = acos((rec.p.x()-center.x()) /
sqrt((rec.p.x()-center.x())*(rec.p.x()-center.x())
+ (rec.p.y()-center.y())*(rec.p.y()-center.y()))) / (2*M_PI);
*/
if ((rec.p.y()-center.y()) < 0) {
rec.u = 1 - u;
}
else {
rec.u = u;
}
}
else {
rec.u = -1.0;
rec.v = -1.0;
}
return true;
}
}
return false;
}
}
----------------------------------------------main.cpp ------------------------------------------
main.cpp
hitable *list[2];
list[0] = new sphere(vec3(0.0,-100,0), 100, new lambertian(vec3(0.8, 0.8, 0.0)));
list[1] = new elliptic_plane(vec3(0.0, 2.5, 0), vec3(0, 0, 1), 2.5, 2.5, 2.5, new lambertian(vec3(0.8, 0.8, 0.0)));
hitable *world = new hitable_list(list,2);
vec3 lookfrom(0, 2.5, 20);
vec3 lookat(0, 2.5, 0);
float dist_to_focus = (lookfrom - lookat).length();
float aperture = 0.0;
camera cam(lookfrom, lookat, vec3(0,1,0), 20, float(nx)/float(ny), aperture, 0.7*dist_to_focus);
输出图片:
uv原图: