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; }