コード例 #1
0
/****************************************************************\
 *
 *--------------------------------------------------------------
 *
 *  Name: SetRGBColors
 *
 *  Purpose: Set the RGB schema so that each time a user changes the
 *           color we update it here.
 *
 *
 *  Usage:
 *
 *  Method:
 *          -
 *
 *          -
 *          -
 *
 *          -
 *          -
 *
 *  Returns:VOID
 *
 *
\****************************************************************/
VOID SetRGBColors(VOID)
{
    vclrFace[SURFACE] = cp.clrFace;
    vclrBG[SURFACE] = cp.clrBackground;
    vclrHands[SURFACE] = cp.clrMinuteHand;
    vclrMajorTicks[SURFACE] = cp.clrHourHand;

    /*Fill color tables*/
    ShadeLight(vclrMajorTicks);

    vclrMinorTicks[SURFACE] = vclrFace[SURFACE];
    ShadeLight(vclrMinorTicks);

    ShadeLight(vclrFace);

    vclrRing[SURFACE] = vclrFace[SURFACE];
    ShadeLight(vclrRing);

    #ifdef DISABLE
    ShadeLight(vclrHands);
    #endif
    vclrHands[SHADE] = RGB_BLACK;

    ShadeLight(vclrBG);
}
コード例 #2
0
ファイル: material.cpp プロジェクト: lyss1010/rawray
Vector4 Material::Shade(HitInfo& hit, Scene& scene) const {
	const Ray& ray = hit.eyeRay;
    const Vector3 viewDir = -ray.direction;
    const std::vector<Light*>& lights = scene.GetLights();
    Vector4 shadedColor(0);

	// Loop over all lights
    std::vector<Light*>::const_iterator light_it = lights.begin();
    for (light_it=lights.begin(); light_it != lights.end(); ++light_it) {
		Light* light = *light_it;
		stats::shadowRays += light->GetNumSamples();

		ShadeLight(	hit, 
					scene,
					*light, 
					scene.GetLightIntensity(*light, hit), 
					shadedColor );
	}

    return shadedColor;
}