コード例 #1
0
Vec3 DirectShader::getRadiance(const Vec3& direction, const Intersection& intersection, unsigned int depth) const {
  const size_t lightCount = scene.getLightCount();
  Vec3 radiance(0.0f);
  for ( size_t i = 0; i < lightCount; ++i) {
    const Light& light = scene.getLight( i );
    Vec3 l( light.getPosition() - intersection.getLocation() );
    const float distance = l.normalizeRL();
    const Vec3& normal = intersection.getNormal();

    const float d1 = fmaxf(normal * l, 0.0f);
    const float d2 = fmaxf( d1 * ((l * -1.0f) * light.getDirection()), 0.0f);
    if ( d2 > 0.0f ) {
      const RaySegment shadowRay( intersection.getLocation() + l * 0.00001, l, 0.0, distance );
//       const RaySegmentIgnore shadowRay( intersection.getLocation(), l, intersection.getPrimitive(), 0.0, distance );
      if ( ! scene.hasIntersection( shadowRay ) )
        radiance += (light.getColor() ^ color) * d2;
    }
  }
  return radiance;
}
コード例 #2
0
ファイル: a4.cpp プロジェクト: LanJian/Raytracer
Colour* rayTrace(const Colour& ambient, const Point3D& eye, Ray ray, SceneNode* root,
    const std::list<Light*>& lights, int level, double fogDist){
  if(level <= 0)
    return NULL;

  Intersection* i = root->intersect(ray);
  bool fogOn = true;
  if(fogDist <= 0)
    fogOn = false;

  if(i != NULL){
    Colour color(0,0,0);
    Colour fog(0.8,0.8,0.8);
    Colour diffuse(0,0,0), specular(0,0,0);

    Material* material = i->getMaterial();
    Vector3D n = i->getNormal();
    n.normalize();
    Point3D p = i->getPoint();
    Vector3D v = eye - p;
    v.normalize();

    for (std::list<Light*>::const_iterator I = lights.begin(); I != lights.end(); ++I) {
      Light light = **I;

      Vector3D l = light.position - p;
      l.normalize();
      Vector3D r = 2*l*n*n - l;
      r.normalize();

      // shadows
      Ray lightRay = Ray(p, l);
      Intersection* lightIsc = root->intersect(lightRay);
      if(lightIsc == NULL){
        // add light contribution
        //std::cerr << "light" << std::endl;
        if(n*l > 0)
          diffuse = diffuse + material->getDiffuse() * (l*n) * light.colour;
        if(r*v > 0)
          specular = specular + material->getSpecular() * pow((r*v), material->getShininess()) * light.colour;
      }

    }


    //secondaty rays
    Vector3D r = 2*v*n*n - v;
    r.normalize();
    Ray refRay(p, r);
    Colour* reflectedColor = rayTrace(ambient, eye, refRay, root, lights, level-1, fogDist);

    if(reflectedColor != NULL){
      if(n*r > 0)
        diffuse = diffuse + material->getDiffuse() * (r*n) * material->getReflectivity() * (*reflectedColor);
      if(r*v > 0)
        specular = specular + material->getSpecular() * pow((r*v), material->getShininess()) * material->getReflectivity() * (*reflectedColor);
    }

    color = ambient*material->getColor() + diffuse + specular;
    if(fogOn){
      double dist = i->getT()/fogDist;
      if(dist>1)
        dist=1;
      color = (1-dist)*color + dist*fog;
    }

    return new Colour(color);
  }  

  return NULL;
}