Example #1
0
/******************************************************************************
 * Determine color contribution of a lightsource (Phong model)
 * Specular part is returned in seperate parameter and added later
 *****************************************************************************/
const ntlColor
ntlLightObject::getShadedColor(const ntlRay &reflectedRay, const ntlVec3Gfx lightDir,
															 ntlMaterial *surf, ntlColor &highlight) const
{
  gfxReal ldot = dot(lightDir, reflectedRay.getNormal()); /* equals cos( angle(L,N) ) */
  ntlColor reflected_color = ntlColor(0.0);  /* adds up to total reflected color */
	if(mpGlob->getDebugOut() > 5) errorOut("Lighting dir:"<<lightDir<<"  norm:"<<reflectedRay.getNormal()<<"  "<<ldot );

  /* lambertian reflection model */
  if (ldot > 0.0) {
		//ldot *= -1.0;
    reflected_color += surf->getDiffuseRefl() * (getColor() * ldot );

    /* specular part */
    /* specular reflection only makes sense, when the light is facing the surface,
       as the highlight is supposed to be a reflection of the lightsource, it cannot
       be reflected on surfaces with ldot<=0, as this means the arc between light 
       and normal is more than 90 degrees. If this isn't done, ugly moiree patterns appear
       in the highlights, and refractions have strange patterns due to highlights on the
       inside of the surface */
    gfxReal spec = dot(reflectedRay.getDirection(), lightDir); // equals cos( angle(R,L) )
    if((spec > 0.0) && (surf->getSpecular()>0)) {
      spec = pow( spec, surf->getSpecExponent() ); /* phong exponent */
      highlight += getColor() * surf->getSpecular() * spec;
			//errorOut( " "<< surf->getName() <<" S "<<highlight<<" "<<spec<<" "<<surf->getSpecular()<<" "<<surf->getSpecExponent() );
    }

  }

  return ntlColor(reflected_color);
}
Example #2
0
/******************************************************************************
 * Illuminate the given point on an object
 *****************************************************************************/
ntlColor ntlLightObject::illuminatePoint(ntlRay &reflectedRay, ntlGeometryObject *closest,
																			 ntlColor &highlight )
{
	/* is this light active? */
	if(!mActive) { return ntlColor(0.0); }

	gfxReal visibility = 1.0;   // how much of light is visible
	ntlVec3Gfx intersectionPos = reflectedRay.getOrigin();
	ntlColor current_color = ntlColor(0.0);
	ntlMaterial *clossurf = closest->getMaterial();

	ntlVec3Gfx lightDir = (mvPosition - intersectionPos);
	gfxReal lightDirNorm = normalize(lightDir);

	// where is the lightsource ?
	ntlRay rayOfLight(intersectionPos, lightDir, 0, 1.0, mpGlob );
	
	if( (1) && (mCastShadows)&&(closest->getReceiveShadows()) ) {
		ntlTriangle *tri;
		ntlVec3Gfx triNormal;
		gfxReal trit;
		mpGlob->getRenderScene()->intersectScene(rayOfLight, trit, triNormal, tri, TRI_CASTSHADOWS);
		if(( trit>0 )&&( trit<lightDirNorm )) visibility = 0.0;
		if(mpGlob->getDebugOut() > 5) errorOut("Omni lighting with "<<visibility );
	}
	
	/* is light partly visible ? */
//? visibility=1.;
	if (visibility>0.0) {
		ntlColor highTemp(0.0); // temporary highlight color to multiply highTemp with offFac
		current_color = getShadedColor(reflectedRay, lightDir, clossurf, highTemp) * visibility;
		highlight += highTemp * visibility;
		if(mpGlob->getDebugOut() > 5) errorOut("Omni lighting color "<<current_color );
	}
	return current_color;
}
Example #3
0
/******************************************************************************
 * distance to plane function for nodes
 *****************************************************************************/
gfxReal ntlTree::distanceToPlane(BSPNode *curr, ntlVec3Gfx plane, ntlRay ray) const
{
  return ( (plane[curr->axis]-ray.getOrigin()[curr->axis]) / ray.getDirection()[curr->axis] );
}
Example #4
0
void ntlTree::intersectX(const ntlRay &ray, gfxReal &distance, 
		ntlVec3Gfx &normal, 
		ntlTriangle *&tri, 
		int flags, bool forceNonsmooth) const
{
  gfxReal mint = GFX_REAL_MAX;  /* current minimal t */
  ntlVec3Gfx  retnormal;       /* intersection (interpolated) normal */
	gfxReal mintu=0.0, mintv=0.0;    /* u,v for min t intersection */

  BSPNode *curr, *nearChild, *farChild; /* current node and children */
  gfxReal  planedist, mindist, maxdist;
  ntlVec3Gfx   pos;

	ntlTriangle *hit = NULL;
	tri = NULL;

  ray.intersectCompleteAABB(mStart,mEnd,mindist,maxdist); // +X

  if((maxdist < 0.0) ||
		 (!mpRoot) ||
     (mindist == GFX_REAL_MAX) ||
     (maxdist == GFX_REAL_MAX) ) {
    distance = -1.0;
    return;
  }
  mindist -= getVecEpsilon();
  maxdist += getVecEpsilon();

  /* stack init */
  mpNodeStack->elem[0].node = NULL;
  mpNodeStack->stackPtr = 1;

  curr = mpRoot;  
  mint = GFX_REAL_MAX;
  while(curr != NULL) { // +X

    while( !curr->isLeaf() ) {
      planedist = distanceToPlane(curr, curr->child[0]->max, ray );
      getChildren(curr, ray.getOrigin(), nearChild, farChild );

			// check ray direction for small plane distances
      if( (planedist>-getVecEpsilon() )&&(planedist< getVecEpsilon() ) ) {
				// ray origin on intersection plane
				planedist = 0.0;
				if(ray.getDirection()[curr->axis]>getVecEpsilon() ) {
					// larger coords
					curr = curr->child[1];
				} else if(ray.getDirection()[curr->axis]<-getVecEpsilon() ) {
					// smaller coords
					curr = curr->child[0];
				} else {
					// paralell, order doesnt really matter are min/max/plane ok?
					mpNodeStack->elem[ mpNodeStack->stackPtr ].node    = curr->child[0];
					mpNodeStack->elem[ mpNodeStack->stackPtr ].mindist = planedist;
					mpNodeStack->elem[ mpNodeStack->stackPtr ].maxdist = maxdist;
					(mpNodeStack->stackPtr)++;
					curr    = curr->child[1];
					maxdist = planedist;
				}
			} else {
				// normal ray
				if( (planedist>maxdist) || (planedist<0.0-getVecEpsilon() ) ) {
					curr = nearChild;
				} else if(planedist < mindist) {
					curr = farChild;
				} else {
					mpNodeStack->elem[ mpNodeStack->stackPtr ].node    = farChild;
					mpNodeStack->elem[ mpNodeStack->stackPtr ].mindist = planedist;
					mpNodeStack->elem[ mpNodeStack->stackPtr ].maxdist = maxdist;
					(mpNodeStack->stackPtr)++;

					curr    = nearChild;
					maxdist = planedist;
				}
			} 
    } // +X
	
    
    /* intersect with current node */
    for (vector<ntlTriangle *>::iterator iter = curr->members->begin();
				 iter != curr->members->end(); iter++ ) {

			/* check for triangle flags before intersecting */
			if((!flags) || ( ((*iter)->getFlags() & flags) > 0 )) {

				if( ((*iter)->getLastRay() == ray.getID() )&&((*iter)->getLastRay()>0) ) {
					// was already intersected...
				} else {
					// we still need to intersect this triangle
					gfxReal u=0.0,v=0.0, t=-1.0;
					ray.intersectTriangleX( mpVertices, (*iter), t,u,v);
					(*iter)->setLastRay( ray.getID() );
					
					if( (t > 0.0) && (t<mint) )  {
						mint = t;	  
						hit = (*iter);
						mintu = u; mintv = v;
					}
				}

			} // flags check
    } // +X

    /* check if intersection is valid */
    if( (mint>0.0) && (mint < GFX_REAL_MAX) ) {
      pos = ray.getOrigin() + ray.getDirection()*mint;

      if( (pos[0] >= curr->min[0]) && (pos[0] <= curr->max[0]) &&
					(pos[1] >= curr->min[1]) && (pos[1] <= curr->max[1]) &&
					(pos[2] >= curr->min[2]) && (pos[2] <= curr->max[2]) ) 
			{

				if(forceNonsmooth) {
					// calculate triangle normal
					ntlVec3Gfx e0,e1,e2;
					e0 = (*mpVertices)[ hit->getPoints()[0] ];
					e1 = (*mpVertices)[ hit->getPoints()[1] ];
					e2 = (*mpVertices)[ hit->getPoints()[2] ];
					retnormal = cross( -(e2-e0), (e1-e0) );
				} else {
					// calculate interpolated normal
					retnormal = (*mpVertNormals)[ hit->getPoints()[0] ] * (1.0-mintu-mintv)+
						(*mpVertNormals)[ hit->getPoints()[1] ]*mintu +
						(*mpVertNormals)[ hit->getPoints()[2] ]*mintv;
				}
				normalize(retnormal);
				normal = retnormal;
				distance = mint;
				tri = hit;
				return;
      }
    }     // +X

    (mpNodeStack->stackPtr)--;
    curr    = mpNodeStack->elem[ mpNodeStack->stackPtr ].node;
    mindist = mpNodeStack->elem[ mpNodeStack->stackPtr ].mindist;
    maxdist = mpNodeStack->elem[ mpNodeStack->stackPtr ].maxdist;
  } /* traverse tree */

	if(mint == GFX_REAL_MAX) {
		distance = -1.0;
	} else {

		// intersection outside the BSP bounding volumes might occur due to roundoff...
		if(forceNonsmooth) {
			// calculate triangle normal
			ntlVec3Gfx e0,e1,e2;
			e0 = (*mpVertices)[ hit->getPoints()[0] ];
			e1 = (*mpVertices)[ hit->getPoints()[1] ];
			e2 = (*mpVertices)[ hit->getPoints()[2] ];
			retnormal = cross( -(e2-e0), (e1-e0) );
		} else {
			// calculate interpolated normal
			retnormal = (*mpVertNormals)[ hit->getPoints()[0] ] * (1.0-mintu-mintv)+
				(*mpVertNormals)[ hit->getPoints()[1] ]*mintu +
				(*mpVertNormals)[ hit->getPoints()[2] ]*mintv;
		}

		normalize(retnormal);
		normal = retnormal;
		distance = mint;
		tri = hit;
	} // +X
	return;
}