Example #1
0
bool spotLight::Illuminance(const intersection &inter, lightOutput &output)
{
	// We calculate the output light vector, and attenuation just
	// like with a point light.
	double D, atten;

	output.L = pos - inter.p;				// point to the light
	D = output.L.Length();
	atten = 1.0 / (attenC + attenL * D + attenQ * D * D);

	output.a = aC;
	output.d = atten * dC; 
	output.s = atten * sC; 
	output.L /= D;							// Normalize the light vector

	// To Do
	//
	// Then calculate the angle from the spot direction to the 
	// light direction to the intersection point.  Then use 
	// the inner and outer theta angles to smooth-step down from
	// a fully bright light to a brightness of zero between these
	// two angles.  Simply multiply the poing light's colors by this 
	// "spot attenuation" value.

	CalculateShadow(inter, output);
	return true;
}
Example #2
0
void RayTracer::ExpandRayTracingTree(){
	std::cout<<"Starting Expanding Ray Tracing Tree"<<std::endl;
    int inte = 0;
	for(;m_RayBuffer.size()!=0;){
		Ray* tempray = m_RayBuffer.front();
		m_RayBuffer.pop();
        //std::cout<<"check ray"<<std::endl;
        Attr_Intersection* intsec = CalculateIntersection(tempray->m_RayLine);
        if(intsec!=NULL){
            inte++;
            tempray->m_pIntersectionProperties = intsec;
            tempray->m_color += intsec->m_IntersectionColor;
            std::vector<Ray*> reflectray = tempray->reflect(intsec->m_PlanarNormal);  
            Ray* refractray = tempray->refract(intsec->m_PlanarNormal,NULL);
            if(tempray->m_bShadowEnabled){
                CalculateShadow(tempray);
            }
            if(reflectray.size()!=0){
                for(unsigned int i =0; i < reflectray.size();i++){
                    m_RayBuffer.push(reflectray[i]);
                }
            }
            if(refractray!=NULL)
                m_RayBuffer.push(refractray);
		}
        tempray->m_isDone = true;
        m_ShadingBuffer.push(tempray);
		std::cout<<"\rCurrent Ray Remain: "<<m_RayBuffer.size();
	}
	std::cout<<"Expanding Complete, Number Of Ray Intersects: "<<inte<<std::endl;
}
Example #3
0
bool distantLight::Illuminance(const intersection &inter, lightOutput &output) 
{ 
	output.L = dir;
	output.a = aC;
	output.d = dC;
	output.s = sC; 
	CalculateShadow(inter, output);
	return true;
}
Example #4
0
bool pointLight::Illuminance(const intersection &inter, lightOutput &output) 
{ 
	double D, atten;

	output.L = pos - inter.p;				// point to the light
	D = output.L.Length();
	atten = 1.0 / (attenC + attenL * D + attenQ * D * D);

	output.a = aC;
	output.d = atten * dC; 
	output.s = atten * sC; 
	output.L /= D;							// Normalize the light vector

	CalculateShadow(inter, output);
	return true;
}