Esempio n. 1
0
int				ray_color(t_ray *ray, t_env *e)
{
	double		spot_dist;
	int			color;
	t_list		*lst;
	t_ray		light;

	if (!ray->obj)
		return (COLOR_BACKGROUND);
	if (!e->scene->spot)
		return (ray->obj->param.color);
		/*
		Si le damier est voulue;
		*/
	//color = damier_color(ray);
	color = color_scale(ray->obj->param.color, ray->obj->param.ambiant);

	lst = e->scene->spot;
	while (lst)
	{
		init_light_ray(&light, ray, lst->content);
		ray_intersect(&light, e);
		spot_dist = 0;
		if (light.obj)
			spot_dist = mat_dist(&LST_CONTENT(lst, t_spot*)->position,
						&ray->intersection);
		if (!light.obj || spot_dist < light.dist)
			color = color_add(color, get_spot(ray, &light, lst->content));
		lst = lst->next;
	}
	//if(ray->obj && ray->obj->param.type == PLANE)
	//	color = damier_color(ray);
	return (color);
}
Esempio n. 2
0
File: main.c Progetto: mattjakob/s3d
main(int argc, char **argv)
{
  Prim *o;
  Color c; int u, v;
  Ray r; Inode *l;

  o = sphere_instance(&sphere_funcs);
  init_sdl();
  s = scene_read();
  init_render();

  for (v = s->view->sc.ll.y; v < s->view->sc.ur.y; v += 1) {
    for (u = s->view->sc.ll.x; u < s->view->sc.ur.x; u += 1) {
      r = ray_unit(ray_transform(ray_view(u, v), mclip));
      if ((l = ray_intersect(s->objs, r)) != NULL) 
        c = point_tshade(ray_point(r, l->t), l->n, s->view->center, rc, l->m, o);
      else 
	c = bgcolor;
      inode_free(l);
      img_putc(s->img, u, v, col_dpymap(c));
    }
  }
  img_write(s->img,"stdout",0);
  exit(0);
}
Esempio n. 3
0
Color ray_shade(int level, Real w, Ray v, RContext *rc, Object *ol)
{
  Inode *i = ray_intersect(ol, v);
  if (i != NULL) { Light *l; Real wf;
    Material *m = i->m;
    Vector3 p = ray_point(v, i->t); 
    Cone  recv = cone_make(p, i->n, PIOVER2);
    Color c = c_mult(m->c, c_scale(m->ka, ambient(rc)));
    rc->p = p;

    for (l = rc->l; l != NULL; l = l->next) 
      if ((*l->transport)(l, recv, rc) && (wf = shadow(l, p, ol)) > RAY_WF_MIN)
	c = c_add(c, c_mult(m->c,
		     c_scale(wf * m->kd * v3_dot(l->outdir,i->n), l->outcol)));

    if (level++ < MAX_RAY_LEVEL) {
      if ((wf = w * m->ks) > RAY_WF_MIN) {
	Ray r = ray_make(p, reflect_dir(v.d, i->n));
        c = c_add(c, c_mult(m->s,
		     c_scale(m->ks, ray_shade(level, wf, r, rc, ol))));
      }
      if ((wf = w * m->kt) > RAY_WF_MIN) {
	Ray t = ray_make(p, refract_dir(v.d, i->n, (i->enter)? 1/m->ir: m->ir));
	if (v3_sqrnorm(t.d) > 0) {
	  c = c_add(c, c_mult(m->s,
		       c_scale(m->kt, ray_shade(level, wf, t, rc, ol))));
	}
      }
    }
    inode_free(i); 
    return c;
  } else {
    return BG_COLOR;
  }
}
Esempio n. 4
0
// Doc in parent
void
SoVRMLGroup::rayPick(SoRayPickAction * action)
{
  if (this->pickCulling.getValue() == OFF ||
      !PRIVATE(this)->bboxcache || !PRIVATE(this)->bboxcache->isValid(action->getState()) ||
      !action->hasWorldSpaceRay() ||
      ray_intersect(action, PRIVATE(this)->bboxcache->getProjectedBox())) {
    SoVRMLGroup::doAction(action);
  }
}
Esempio n. 5
0
Real shadow(Light *l, Vector3 p, Object *ol)
{
  Real t, kt; Inode *i; Vector3 d;

  if (l->type == LIGHT_AMBIENT)
    return 1.0;
  d = (l->type == LIGHT_DISTANT)? l->dir : v3_sub(l->loc, p);

  if ((i = ray_intersect(ol, ray_make(p, d))) == NULL)
    return 1.0;
  t = i->t; kt = i->m->kt; inode_free(i);

  if (l->type == LIGHT_DISTANT && t > RAY_EPS)
    return kt;
  else if (l->type != LIGHT_DISTANT && t > RAY_EPS && t < 1)
    return kt;
  else
    return 1.0;
}