Example #1
0
    void PhotonMap::ShootCausticsPhoton(const Vector &dir, const Vector &pi, const Color &color, Shape *shape, int depth)
    {
        if ( depth >= confPhotonCausticsMaximumDepth ) return;
        if ( depth != 0 && shape->mMaterial->MatchesBSDFFlags(BSDF_DIFFUSE) ) {
            // Diffuse material, add photon
            Photon *photon = new Photon(color, dir);
            AddPhoton(causticsMap, pi, photon);
        } else if ( shape->mMaterial->MatchesBSDFFlags(BSDF_SPECULAR) ) {
            // Specular material, continue build photon
            Vector N = shape->GetNormal(pi);
            for ( uint32_t i = 0; i < shape->mMaterial->BSDFs.size(); i++ ) {
                BSDF *bsdf = shape->mMaterial->BSDFs[i];
                if ( !bsdf->MatchesFlags(BSDFType(BSDF_SPECULAR)) ) continue;
                Vector newDir;
                Color matColor;
                Vector *vos = NULL;
                int voNum = 0;
                if (  bsdf->G(-dir, vos, voNum, N, matColor, 1.f) ) {
                    _ASSERT(voNum > 0);
                    newDir = vos[0];
                    delete [] vos;
                    vos = NULL;
                    matColor *= shape->GetColor(pi);
                    if ( matColor.IsBlack() ) continue;
                    float dist = MAXDISTANCE;
                    Shape *newShape;
                    Vector norm = N.Dot(dir) > 0 ? -N : N;
                    if ( bsdf->MatchesFlags(BSDF_TRANSMISSION) ) norm = -norm;
                    if ( scene->FindNearest(Ray(pi + norm * EPSILON, newDir), dist, newShape) == IR_MISS )
                        continue;
                    ShootCausticsPhoton(newDir, pi + newDir * dist, color * matColor, newShape, depth + 1);
                }
            }

        }
    }