Example #1
0
Color Scene::lanceRayon(const Rayon& ray, int iteration) const
{
    this->addObjectsTabToBinder();
    Color result(0.0,0.0,0.0);
    float minDist(1000.0) ;
    float dist (0.0) ;
    Hit hit ;

    if (binder->intersect(ray,0.0,100.0,hit))
    {
        //result = hit.getObject()->getOptic()->getColor(hit.getU(),hit.getV());
        //result = hit.getObject()->getOptic()->getColor(0.5,0.5);


    Color coulObj(hit.getObject()->getOptic()->getColor(hit.getU(),hit.getV()));
    for ( std::vector<std::shared_ptr<LightSource>>::const_iterator it = lightsTab.begin(); it != lightsTab.end() ; ++it)
   // pour chaque source
    {

        //d = calcul distance point intersection source
        Vector directi(it->get()->getOrigin()-hit.getImpactPoint());
        float distInterSource = directi.getNorm() ;
        directi.normalize();
        //initialiser Ray : point intersect, direction(point intersect, source), couleur = on s'en fout
        Color c(0.0,0.0,0.0);
        Color resultNorm(0.0,0.0,0.0);
        Rayon ray(hit.getImpactPoint(),directi,c);

        if (! binder->intersect(ray, 0, distInterSource))
        {
            Color diff(it->get()->getColor()*coulObj*(dotProduct(hit.getNormal(),ray.getDirect())));
            Vector moinsV(-directi.getX(),-directi.getY(),-directi.getZ());
            Vector miroirV(moinsV + hit.getNormal()*(2*(dotProduct(directi,hit.getNormal()))));
            //Vmir = V symétrique par rapport à N
            //spec = coulspec(obj)* (tronquerAZero(RayS.Vmir))^n * coul(source)
            Color spec(it->get()->getColor()*coulObj*dotProduct(ray.getDirect(),miroirV));
             resultNorm = diff + spec ;
             if ( iteration < 2)
             {
               //Res2 = influence rayon réfléchi
                Rayon reflected(hit.getImpactPoint(),miroirV,c);
                Color reflectedColor(0.0,0.0,0.0);
                reflectedColor = this->lanceRayon(reflected,iteration+1);
                //return pourcent1*Res + ourcent2*Res2
                result = resultNorm*0.8 + reflectedColor*0.2 ;
             }
             else
             {
                 result = resultNorm ;
             }

        }

    }
    }
    return result;
}
Example #2
0
 bool Sphere::intersect(const Rayon &rayon, Hit &hit, float& dist) const
 {
    const float m_Pi = 3.14159265358979323846;
    Vector OC(sphereOrigin-rayon.getOrigin());
    float k(dotProduct(OC,rayon.getDirect()));
    float h(dotProduct(OC,OC) - k*k);
    float radiusSquare = radius*radius ;
    if (h <= radiusSquare)
    {
        float delta = sqrt(radiusSquare-h);
        hit.setImpactPoint(rayon.getDistantPoint(k-delta));
        dist = k-delta ;
        if (dist <0)
        {
            return false ;
        }
        Vector  normal(hit.getImpactPoint()-sphereOrigin);
        normal.normalize();
        hit.setNormal(normal);
        hit.setV( (hit.getImpactPoint().z -  (sphereOrigin.z - radius)) / (2*radius) );
        Vector A (radius,0.0,0.0);
        Vector B (hit.getImpactPoint().x-sphereOrigin.x,hit.getImpactPoint().y-sphereOrigin.y,0.0);
        A.normalize();
        B.normalize();
        float cosAlpha = dotProduct(A,B) ;
        float alphaAlpha = acos(cosAlpha) ;
        float alpha ;
        if (B.getY() >0)
        {
           alpha = alphaAlpha;
        }
        else
        {
            alpha = 2*m_Pi - alphaAlpha ;
        }
        hit.setU(alpha/(2*m_Pi));
        return true;
    }
    else
    {
        return false;
    }
 }