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; }
bool Sphere::intersect(const Rayon &rayon, float& dist) const { Vector OC(sphereOrigin-rayon.getOrigin()); float k(dotProduct(OC,rayon.getDirect())); float h(dotProduct(OC,OC) - k*k); if (h <= radius*radius) { return true; } else { return false; } }
bool Sphere::intersect(const Rayon &rayon, Hit &hit, float& dist) const { const float m_Pi = 3.14159265358979323846; Vector OC(sphereOrigin-rayon.getOrigin()); float k(dotProduct(OC,rayon.getDirect())); float h(dotProduct(OC,OC) - k*k); float radiusSquare = radius*radius ; if (h <= radiusSquare) { float delta = sqrt(radiusSquare-h); hit.setImpactPoint(rayon.getDistantPoint(k-delta)); dist = k-delta ; if (dist <0) { return false ; } Vector normal(hit.getImpactPoint()-sphereOrigin); normal.normalize(); hit.setNormal(normal); hit.setV( (hit.getImpactPoint().z - (sphereOrigin.z - radius)) / (2*radius) ); Vector A (radius,0.0,0.0); Vector B (hit.getImpactPoint().x-sphereOrigin.x,hit.getImpactPoint().y-sphereOrigin.y,0.0); A.normalize(); B.normalize(); float cosAlpha = dotProduct(A,B) ; float alphaAlpha = acos(cosAlpha) ; float alpha ; if (B.getY() >0) { alpha = alphaAlpha; } else { alpha = 2*m_Pi - alphaAlpha ; } hit.setU(alpha/(2*m_Pi)); return true; } else { return false; } }