예제 #1
0
파일: Scene.cpp 프로젝트: sapphx/pl_FotoGK
Scene::Scene()
{
	objs = std::vector<Shape*>();
	lights = std::vector<PointLight*>();
	tempMaterial = Material(LightIntensity(0.4f, 0.4f, 0.4f), LightIntensity(0.7f, 0.7f, 0.7f), LightIntensity(0.9f, 1.0f, 0.9f), 32, MaterialType::Diffuse );
}
예제 #2
0
LightIntensity	CameraPerspective::TestWithAllObjectsInScene(Scene& scene, Ray ray, float initialDistance, bool	wasReflective, int reflectiveIgnore)
{
	LightIntensity tempColor = LightIntensity(0);
	float distance;
	float temp = initialDistance;

	int		impactedIter = reflectiveIgnore;

	for (int l = 0; l < scene.objs.size(); l++)
	{
		distance = initialDistance;

		if (l == impactedIter)
		{
			continue;
		}

		if (scene.objs[l]->IntersectDistance(ray, distance) > 0)
		{
			if (distance < temp)
			{
				temp = distance;
				tempColor = scene.objs[l]->innerColor;
				impactedIter = l;
			}
		}
	}

	if (temp < initialDistance)
	{
		Vector	impactPos = temp * ray.direction + ray.origin;
		float	NdotL = 0;
		float	specular = 0;
		Vector	R;
		Vector	N;
		Ray		lightRay;
		Material*	materialPointer = scene.materials[scene.objs[impactedIter]->materialId];
		LightIntensity ambientFragment = LightIntensity(0);

		switch (materialPointer->materialType)
		{
		case (Diffuse):
		case (Haxative):
			ambientFragment = materialPointer->ambient * (1.0f / (float) scene.lights.size());
			tempColor = LightIntensity(0);
			for (int k = 0; k < scene.lights.size(); k++)
			{
				lightRay = Ray(impactPos, scene.lights[k]->position);
				N = scene.objs[impactedIter]->GetNormal(lightRay.origin);
				R = (N * N.Dot(lightRay.direction) * 2.0f) - lightRay.direction;
				//float LightIntensity = scene.lights[k]->intensity / (lightRay.distance * lightRay.distance);
				distance = initialDistance;

				for (int l = 0; l < scene.objs.size(); l++)
				{
					if (l == impactedIter)
					{
						//LightIntensity(0.5f, 0, 0);//temp * scene.lights[k]->color;
						continue;
					}
					scene.objs[l]->IntersectDistance(lightRay, distance);

					//if (scene.objs[l]->IntersectDistance(lightRay, distance) > 0)
					//{
					//	//tempColor = tempColor * scene.lights[k]->color;
					//}
				}

				if (temp <= initialDistance)
				{
					NdotL = lightRay.direction.Dot(N);
					if (NdotL < 0) NdotL = 0;
					specular = (-ray.direction).Dot(R);
					if (specular < 0)
					{
						specular = 0;
					}
					else
					{
						specular = powf(specular, materialPointer->specularPower);
					}

					float attenuation;
					if (materialPointer->materialType == Diffuse)
					{
						attenuation = distance / scene.lights[k]->intensity;
					}
					else
					{
						attenuation = scene.lights[k]->intensity / (1.5f * distance);
					}

					tempColor += ambientFragment * attenuation +
						(materialPointer->diffuse * scene.lights[k]->color * NdotL ) * attenuation +
						(materialPointer->specular * scene.lights[k]->color * specular) * attenuation;
				}
			}
			//int u = 0, v = 0;
			//scene.objs[impactedIter]->ComputeUV(u, v, impactPos, scene.tempMaterial.texSize);
			//tempColor = tempColor * scene.tempMaterial.texture->GetPixel(u, v);
			break;
		case (Reflective) :

			if (wasReflective != Reflective)
			{
				N = scene.objs[impactedIter]->GetNormal(impactPos);
				R = R = (N * N.Dot(-ray.direction) * 2.0f) + ray.direction;//N;	//2 * N + ray.direction; //R = (N * N.Dot(-ray.direction) * 2.0f) + ray.direction;
				tempColor = AAProbing(scene, impactPos, initialDistance, _pxWidth, _pxHeight, aaIterations, 0.05f, Start, LightIntensity(0), LightIntensity(0), Reflective, R, impactedIter);
			}
			else
			{
				tempColor = materialPointer->ambient;
			}
			break;
		case (Refractive) :

			Vector temp = Vector(0);
			Vector testDir = -scene.objs[impactedIter]->GetNormal(impactPos);//ray.direction;
			testDir = (testDir * 4 + ray.direction).NormalizeProduct();
			scene.objs[impactedIter]->IntersectWithBackfaces(Ray(impactPos, 10000000, testDir), temp);//(testDir * 2 + ray.direction).NormalizeProduct()), temp );
			tempColor = AAProbing(scene, temp, initialDistance, _pxWidth, _pxHeight, aaIterations, 0.05f, Start, LightIntensity(0), LightIntensity(0), Refractive, (scene.objs[impactedIter]->GetNormal(temp)*3 - ray.direction ).NormalizeProduct(), impactedIter);

			break;
		};
	}

	return tempColor;
}
예제 #3
0
void MainWindow::renderScene()
{
    // Setup scene
    Camera camera (Vector3(0.0,0.0,-29.0),
                   Vector3(0.0,0.0,0.0),
                   0.01f, 500.0, 55.0);
    camera.SetImage(m_image);
    camera.SetResultFileName("output_image");  //default filename of output image, particular rendering methods override it using actual params for filename
    camera.SetPhotonMappingParams(5, 400, 3, 100); //default setup of parameters (searching radius and number of searched photons for global and caustic map

    int liczbaodbic=0;
    int liczbafotonow=0;

 //pętla przebiegów renderingu
 for (int przebieg=0; przebieg</*11*/1; przebieg++){

    //SCENA PIRAMIDA Z BOXOW
 /*
    Scene scene;
    Box* box1111 = new Box(Vector3(-4.5,-9,-5),Vector3(2,2,2));
    Box* box2111 = new Box(Vector3(-1.5,-9,-5),Vector3(2,2,2));
    Box* box3111 = new Box(Vector3(1.5,-9,-5),Vector3(2,2,2));
    Box* box4111 = new Box(Vector3(4.5,-9,-5),Vector3(2,2,2));
    Box* box111 = new Box(Vector3(-3,-7,-4),Vector3(2,2,2));
    Box* box211 = new Box(Vector3(0,-7,-4),Vector3(2,2,2));
    Box* box311 = new Box(Vector3(3,-7,-4),Vector3(2,2,2));
    Box* box11 = new Box(Vector3(-1.5,-5,-3),Vector3(2,2,2));
    Box* box21 = new Box(Vector3(1.5,-5,-3),Vector3(2,2,2));
    Box* box4 = new Box(Vector3(0,-3,-2),Vector3(2,2,2));
    ReflectiveMaterial mat;
    RefractiveMaterial mat2(0.45f);
    DiffuseMaterial mat3(Color(1,1,1),Color(1,1,1),Color(0,0,0), 15, 0.0f);
    //cornell box musi byc na poczatku listy geometrii aby przy renderingu (funkcja traceraystream)z listy usuwane byly dwa ostatnie trojkaty sciany frontowej
    scene.AddGeometry(new CornellBox(Vector3(0,0,0), Vector3(20,20,20)));
    box1111->SetMaterial(&mat3);
    box2111->SetMaterial(&mat3);
    box3111->SetMaterial(&mat3);
    box4111->SetMaterial(&mat3);
    box111->SetMaterial(&mat3);
    box211->SetMaterial(&mat3);
    box311->SetMaterial(&mat3);
    box11->SetMaterial(&mat3);
    box21->SetMaterial(&mat3);
    box4->SetMaterial(&mat3);
    if(przebieg>0) scene.AddGeometry(box1111);
    if(przebieg>1) scene.AddGeometry(box2111);
    if(przebieg>2) scene.AddGeometry(box3111);
    if(przebieg>3) scene.AddGeometry(box4111);
    if(przebieg>4) scene.AddGeometry(box111);
    if(przebieg>5) scene.AddGeometry(box211);
    if(przebieg>6) scene.AddGeometry(box311);
    if(przebieg>7) scene.AddGeometry(box11);
    if(przebieg>8) scene.AddGeometry(box21);
    if(przebieg>9) scene.AddGeometry(box4);
    //LPOINT LIGHT
    //scene.AddLight(new POINTLight(Vector3(0, 9.5, -3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f)));
    //AREA LIGHT
    scene.AddLight(new AreaLight(Vector3(0, 9.5, -4),Vector2(3,3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f),4));

*/

    //SCENA DYFUZYJNA

//    Scene scene;
//    //Sphere* sphere1 = new Sphere(Vector3(-3,-7,2), 3);
// //   Sphere* sphere2 = new Sphere(Vector3(4.6,-6.8,-2), 3.5);
//    //Sphere* sphere3 = new Sphere(Vector3(-4,-7,-6), 3);
//    //Box* box1 = new Box(Vector3(-4,-8,0),Vector3(6,6,6));
//    MS3DModel* model = new MS3DModel();
//    model->Load("box.ms3d");
//    ReflectiveMaterial mat;
//    RefractiveMaterial mat2(0.45f);
//    DiffuseMaterial mat3(Color(1,1,1),Color(1,1,1),Color(0,0,0), 15, 0.0f);
//    //cornell box musi byc na poczatku listy geometrii aby przy renderingu (funkcja traceraystream)z listy usuwane byly dwa ostatnie trojkaty sciany frontowej
//    scene.AddGeometry(new CornellBox(Vector3(0,0,0), Vector3(20,20,20)));
//    //sphere1->SetMaterial(&mat);
// //   sphere2->SetMaterial(&mat3);
//    //sphere3->SetMaterial(&mat3);
//    //box1->SetMaterial(&mat3);
//    model->SetMaterial(&mat3);
//    model->SetPositionAndScale(Vector3(-4,-7.2,-2), 3);
//    //LPOINT LIGHT
//    //scene.AddLight(new POINTLight(Vector3(0, 9.5, -3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f)));
//    //AREA LIGHT
//    scene.AddLight(new AreaLight(Vector3(0, 9.5, -3),Vector2(3,3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f),4));
//    //scene.AddGeometry(sphere1);
//    //scene.AddGeometry(box1);
//    //SFERA DO TESTOW
//  //  scene.AddGeometry(sphere2);
//    //BOX DO TESTOW
//    scene.AddGeometry(model);


    //SCENA KAUSTYCZNA DWIE SFERY

    Scene scene;
    Sphere* sphere1 = new Sphere(Vector3(-4.6,-6.8,-2), 3.5);
    Sphere* sphere2 = new Sphere(Vector3(4.6,-6.8,-2), 3.5);
    //Box* box1 = new Box(Vector3(0,-6.8,0), Vector3(3.5,3.5,3.5));
    ReflectiveMaterial mat;
    RefractiveMaterial mat2(0.45f);
    // DiffuseMaterial mat3(Color(0,0,0),Color(0,1,0),Color(0,0,0), 15, 0.0f);
    //cornel box musi byc na poczatku listy geometrii aby przy renderingu (funkcja traceraystream)z listy usuwane byly dwa ostatnie trojkaty sciany frontowej
    scene.AddGeometry(new CornellBox(Vector3(0,0,0), Vector3(20,20,20)));
    sphere1->SetMaterial(&mat);
    sphere2->SetMaterial(&mat2);
    //box1->SetMaterial(&mat3);
    scene.AddGeometry(sphere1);
    scene.AddGeometry(sphere2);
    const Vector3 c(0.0f, 9.5f, -1.0f);
    const float d = 3.0f;
    Triangle* emisiveTriangle1 = new Triangle(Vector3(c.x+d, c.y, c.z+d), Vector3(c.x+d, c.y, c.z-d), Vector3(c.x-d, c.y, c.z+d));
    Triangle* emisiveTriangle2 = new Triangle(Vector3(c.x-d, c.y, c.z-d), Vector3(c.x-d, c.y, c.z+d), Vector3(c.x+d, c.y, c.z-d));
    EmmisiveMaterial emmisiveMat(LightIntensity(1.0f, 1.0f, 1.0f));
    emisiveTriangle1->SetMaterial(&emmisiveMat);
    emisiveTriangle2->SetMaterial(&emmisiveMat);
    scene.AddGeometry(emisiveTriangle1);
    scene.AddGeometry(emisiveTriangle2);

    //scene.AddGeometry(box1);
    //LPOINT LIGHT
    //scene.AddLight(new POINTLight(Vector3(0, 9.5, -3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f)));
    //AREA LIGHT
    scene.AddLight(new AreaLight(c,Vector2(d,d),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f),4));


    //SCENA KATAKAUSTYCZNA
    /*
    Scene scene;
    ReflectiveMaterial mat1;
    RefractiveMaterial mat2(0.45f);
    DiffuseMaterial mat3(Color(1,1,1),Color(1,1,1),Color(0,0,0), 15, 0.0f);
    //cornel box musi byc na poczatku listy geometrii aby przy renderingu (funkcja traceraystream)z listy usuwane byly dwa ostatnie trojkaty sciany frontowej
    scene.AddGeometry(new CornellBox(Vector3(0,0,0), Vector3(20,20,20)));
    //1 scianka od prawej
    Triangle* t1 = new Triangle(Vector3(2,-10,4), Vector3(0,-10,5), Vector3(0,-2,5));
    Triangle* t2 = new Triangle(Vector3(0,-2,5), Vector3(2,-2,4), Vector3(2,-10,4));
    //2 scianka
    Triangle* t3 = new Triangle(Vector3(0,-10,5), Vector3(-2,-10,5), Vector3(-2,-2,5));
    Triangle* t4 = new Triangle(Vector3(-2,-2,5), Vector3(0,-2,5), Vector3(0,-10,5));
    //3 scianka
    Triangle* t5 = new Triangle(Vector3(-2,-10,5), Vector3(-4,-10,4), Vector3(-4,-2,4));
    Triangle* t6 = new Triangle(Vector3(-4,-2,4), Vector3(-2,-2,5), Vector3(-2,-10,5));
    //4 scianka
    Triangle* t7 = new Triangle(Vector3(-4,-10,4), Vector3(-5,-10,2), Vector3(-5,-2,2));
    Triangle* t8 = new Triangle(Vector3(-5,-2,2), Vector3(-4,-2,4), Vector3(-4,-10,4));
    //5 scianka
    Triangle* t9 = new Triangle(Vector3(-5,-10,2), Vector3(-5,-10,0), Vector3(-5,-2,0));
    Triangle* t10 = new Triangle(Vector3(-5,-2,0), Vector3(-5,-2,2), Vector3(-5,-10,2));
    //6 scianka
    Triangle* t11 = new Triangle(Vector3(-5,-10,0), Vector3(-4,-10,-2), Vector3(-4,-2,-2));
    Triangle* t12 = new Triangle(Vector3(-4,-2,-2), Vector3(-5,-2,0), Vector3(-5,-10,0));
    t1->SetMaterial(&mat1);
    scene.AddGeometry(t1);
    t2->SetMaterial(&mat1);
    scene.AddGeometry(t2);
    t3->SetMaterial(&mat1);
    scene.AddGeometry(t3);
    t4->SetMaterial(&mat1);
    scene.AddGeometry(t4);
    t5->SetMaterial(&mat1);
    scene.AddGeometry(t5);
    t6->SetMaterial(&mat1);
    scene.AddGeometry(t6);
    t7->SetMaterial(&mat1);
    scene.AddGeometry(t7);
    t8->SetMaterial(&mat1);
    scene.AddGeometry(t8);
    t9->SetMaterial(&mat1);
    scene.AddGeometry(t9);
    t10->SetMaterial(&mat1);
    scene.AddGeometry(t10);
    t11->SetMaterial(&mat1);
    scene.AddGeometry(t11);
    t12->SetMaterial(&mat1);
    scene.AddGeometry(t12);
    //LPOINT LIGHT
    //scene.AddLight(new POINTLight(Vector3(0, 9.5, -3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f)));
    //AREA LIGHT
    scene.AddLight(new AreaLight(Vector3(0, 9.5, -3),Vector2(3,3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f),4));
    */

    // SCENA STANFORD BUNNY
    /*
    Scene scene;
    DiffuseMaterial mat3(Color(1,1,1),Color(1,1,1),Color(0,0,0), 15, 0.0f);
    //cornel box musi byc na poczatku listy geometrii aby przy renderingu (funkcja traceraystream)z listy usuwane byly dwa ostatnie trojkaty sciany frontowej
    scene.AddGeometry(new CornellBox(Vector3(0,0,0), Vector3(20,20,20)));
    MS3DModel* model = new MS3DModel();
    model->Load("bunny.ms3d");
    model->SetPositionAndScale(Vector3(-2,-13,-2), 4);
    model->SetMaterial(&mat3);
    scene.AddGeometry(model);
    //LPOINT LIGHT
    //scene.AddLight(new POINTLight(Vector3(0, 9.5, -3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f)));
    //AREA LIGHT
    scene.AddLight(new AreaLight(Vector3(0, 9.5, -3),Vector2(3,3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f),4));
    */

    // SCENA UTAH TEAPOT
    /*
    Scene scene;
    DiffuseMaterial mat3(Color(1,1,1),Color(1,1,1),Color(0,0,0), 15, 0.0f);
    //cornel box musi byc na poczatku listy geometrii aby przy renderingu (funkcja traceraystream)z listy usuwane byly dwa ostatnie trojkaty sciany frontowej
    scene.AddGeometry(new CornellBox(Vector3(0,0,0), Vector3(20,20,20)));
    MS3DModel* model = new MS3DModel();
    model->Load("teapot.ms3d");
    model->SetPositionAndScale(Vector3(0,-10,-2), 5);
    model->SetMaterial(&mat3);
    scene.AddGeometry(model);
    //LPOINT LIGHT
    //scene.AddLight(new POINTLight(Vector3(0, 9.5, -3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f)));
    //AREA LIGHT
    scene.AddLight(new AreaLight(Vector3(0, 9.5, -3),Vector2(3,3),Color(1.0,1.0,1.0),Vector3(1,0.1f,0.0f),4));
    */

    // Render image using selected method
    if (StreamRenderer == m_rendererPanel->renderingMethod()) {
        RendererParams params = m_rendererPanel->getRendererParams();
        //podmiana parametrów renderingu
        if(przebieg>=0){
             liczbafotonow=10;
             liczbaodbic=7;
        }
        if(przebieg>=1){
            liczbafotonow=20;
            liczbaodbic=7;
        }
        if(przebieg>=2){
            liczbafotonow=30;
            liczbaodbic=7;
        }
        if(przebieg>=3){
            liczbafotonow=50;
           liczbaodbic=7;
        }
        if(przebieg>=4){
            liczbafotonow=100;
            liczbaodbic=7;
        }
        if(przebieg>=5){
            liczbafotonow=150;
            liczbaodbic=7;
        }
        if(przebieg>=6){
           liczbafotonow=200;
            liczbaodbic=7;
        }
        if(przebieg>=7){
           liczbafotonow=250;
            liczbaodbic=7;
        }
        if(przebieg>=8){
          liczbafotonow=300;
           liczbaodbic=7;
        }
        if(przebieg>=9){
          liczbafotonow=400;
            liczbaodbic=7;
        }
        if(przebieg>9){
          liczbafotonow=500;
            liczbaodbic=7;
        }
//dla foton mapingu
//liczbafotonowPM=liczbafotonow*1000;
//liczbafotonow=0;
        camera.SetPhotonMappingParams(params.m_globalSearchingRadius, params.m_numSearchedGlobalPhotons, params.m_causticSearchingRadius, params.m_numSearchedCausticPhotons);
        camera.RenderSceneStream(&scene,
                                 params.m_numSamples,
                                 params.m_numEmittedGlobalPhotons,
                                 //liczbafotonowPM,
                                 params.m_numEmittedCausticPhotons,
                                 liczbafotonow,
                                 params.m_streamRadius,
                                 liczbaodbic);
        m_rendererPanel->updateRenderingTime(camera.renderingTime());
    } else if (PhotonMapRenderer == m_rendererPanel->renderingMethod()) {

        RendererParams params = m_rendererPanel->getRendererParams();
        camera.RenderScene(&scene,
                           params.m_numSamples,
                           params.m_numEmittedGlobalPhotons,
                           params.m_numEmittedCausticPhotons);
        m_rendererPanel->updateRenderingTime(camera.renderingTime());
    } else if (StreamVisualizer == m_rendererPanel->renderingMethod()) {
        RendererParams params = m_rendererPanel->getRendererParams();
        camera.VisualizeStreamPhotonMap(&scene,
                                        params.m_numPhotons,
                                        params.m_maxReflections,
                                        params.m_numAssociatedPhotons,
                                        params.m_streamRadius);
        m_rendererPanel->updateRenderingTime(camera.renderingTime());
    } else if (PhotonMapVisualizer == m_rendererPanel->renderingMethod()) {
        RendererParams params = m_rendererPanel->getRendererParams();
        camera.VisualizePhotonMap(&scene,
                                  params.m_numPhotons,
                                  params.m_maxReflections);
        m_rendererPanel->updateRenderingTime(camera.renderingTime());
    } else {
        QMessageBox::warning(this,"Wrong rendering method",
                             "Error");
    }

    repaint();
    }
    QMessageBox::warning(this,"The End",
                         "Complete");
}
예제 #4
0
LightIntensity	CameraPerspective::AAProbing(Scene& scene, Vector pointOnPlane, float initialDistance, float pixelWidth, float pixelHeight, int iterationsLeft, float difference, EProbes phase, LightIntensity corner1v2, LightIntensity corner3v4, MaterialType materialType, Vector reflectionDirection, int reflectiveIgnore)
{
	int iterLeft = iterationsLeft - 1;

	const	float	iDistance = initialDistance;
	LightIntensity	center	= LightIntensity();
	LightIntensity	corner1 = LightIntensity();
	LightIntensity	corner2 = LightIntensity();
	LightIntensity	corner3 = LightIntensity();
	LightIntensity	corner4 = LightIntensity();

	float halfWidth = pixelWidth * 0.5f;
	float halfHeight = pixelHeight * 0.5f;

	Vector	tempVector = Vector();
	Vector	testingDirection;
	if (materialType == Diffuse)
	{
		testingDirection = (pointOnPlane - position).NormalizeProduct();
	}
	else
	{
		testingDirection = reflectionDirection;
	}

	center = TestWithAllObjectsInScene(scene, Ray(pointOnPlane, initialDistance, testingDirection), iDistance, materialType, reflectiveIgnore);

	if (iterLeft >= 0)
	{
		if (phase == EProbes::Corner1n4)
		{
			corner1 = corner1v2;
			corner4 = corner3v4;
		}
		else
		{
			initialDistance = iDistance;
			tempVector = pointOnPlane - u * halfWidth - v * halfHeight;
			corner1 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, testingDirection), iDistance, materialType, reflectiveIgnore);

			initialDistance = iDistance;
			tempVector = pointOnPlane + u * halfWidth + v * halfHeight;
			corner4 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, testingDirection), iDistance, materialType, reflectiveIgnore);
		}

		if (phase == EProbes::Corner2n3)
		{
			corner2 = corner1v2;
			corner3 = corner3v4;
		}
		else
		{
			initialDistance = iDistance;
			tempVector = pointOnPlane + u * halfWidth - v * halfHeight;
			corner2 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, testingDirection), iDistance, materialType, reflectiveIgnore);

			initialDistance = iDistance;
			tempVector = pointOnPlane - u * halfWidth + v * halfHeight;
			corner3 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, testingDirection), iDistance, materialType, reflectiveIgnore);
		}
	}

	//switch (phase)
	//{
	//case Start:
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane - u * halfWidth - v * halfHeight;
	//	corner1 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane + u * halfWidth - v * halfHeight;
	//	corner2 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane - u * halfWidth + v * halfHeight;
	//	corner3 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane + u * halfWidth + v * halfHeight;
	//	corner4 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	break;
	//case Corner1n4:
	//
	//	corner1 = corner1v2;
	//	corner4 = corner3v4;
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane + u * halfWidth - v * halfHeight;
	//	corner2 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane - u * halfWidth + v * halfHeight;
	//	corner3 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	break;
	//case Corner2n3:
	//
	//	corner2 = corner1v2;
	//	corner3 = corner3v4;
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane - u * halfWidth - v * halfHeight;
	//	corner1 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	initialDistance = iDistance;
	//	tempVector = pointOnPlane + u * halfWidth + v * halfHeight;
	//	corner4 = TestWithAllObjectsInScene(scene, Ray(tempVector, initialDistance, tempVector - position), iDistance);
	//
	//	break;
	//default:
	//	break;
	//}

	halfWidth *= 0.5f;
	halfHeight *= 0.5f;

	if (iterLeft > 0)
	{
		if (center.TestProbleCornerWithCenter(corner1, difference) == false)
		{
			tempVector = pointOnPlane - u * halfWidth - v * halfHeight;
			corner1 = AAProbing(scene, tempVector, iDistance, halfWidth, halfHeight, iterLeft, difference, EProbes::Corner1n4, corner1, center);
		}

		if (center.TestProbleCornerWithCenter(corner2, difference) == false)
		{
			tempVector = pointOnPlane + u * halfWidth - v * halfHeight;
			corner2 = AAProbing(scene, tempVector, iDistance, halfWidth, halfHeight, iterLeft, difference, EProbes::Corner2n3, corner2, center);
		}

		if (center.TestProbleCornerWithCenter(corner3, difference) == false)
		{
			tempVector = pointOnPlane - u * halfWidth + v * halfHeight;
			corner3 = AAProbing(scene, tempVector, iDistance, halfWidth, halfHeight, iterLeft, difference, EProbes::Corner2n3, center, corner3);
		}

		if (center.TestProbleCornerWithCenter(corner4, difference) == false)
		{
			tempVector = pointOnPlane + u * halfWidth + v * halfHeight;
			corner4 = AAProbing(scene, tempVector, iDistance, halfWidth, halfHeight, iterLeft, difference, EProbes::Corner1n4, center, corner4);
		}
	}

	return (center + corner1 + corner2 + corner3 + corner4) * 0.2f;
}