Пример #1
0
const Intersection findFirstIntersection(const Line& ray,
                                         double minDist, double maxDist) {
  Intersection intersection;

  for(int i=0; i<geometryCount; i++) {
    Intersection in = scene[i]->getIntersection(ray, minDist, maxDist);
    if(in.valid()) {
      if(!intersection.valid()) {
        intersection = in;
      }
      else if(in.t() < intersection.t()) {
        intersection = in;
      }
    }
  }

  return intersection;
}
Пример #2
0
Intersection GridEntry::intersect(Ray r, bool computeNorm, unsigned int *int_test, unsigned int *int_hit) {
    Intersection bestIsect(9.9e99, false);
    if (objects.size()==0) {
      
	return bestIsect;
    }
    Intersection curIsect;
    for (ObjectList::iterator obj_iter = objects.begin();
	 obj_iter != objects.end();
	 ++obj_iter) {
	curIsect = (*obj_iter)->intersect(r, computeNorm);
	(*int_test)++;
	if (curIsect.hits()) {
	    ++(*int_hit);
	    if (curIsect.t()<bestIsect.t()) {
		bestIsect = curIsect;
		bestIsect.setGridEntry(this);
	    }
	}
    }
    return bestIsect;
}
Пример #3
0
Color Scene::shade(Intersection isect, Ray r, int level) {
    if (!isect.hits()) {
	return bgColor;
    }
    real eps;
    if (r.in()) {
	eps = 0.00001;
    } else {
	eps = -0.00001;
    }
  
    Texture *txt = isect.object()->getTexture();
    Point isectPt = r.pointOn(isect.t());
  
    Color curColor(0.0,0.0,0.0);
    Color specular(0,0,0);
    Color diffuse(0,0,0);
    Color shadowAmt(1,1,1);
  
    for (LightList::iterator lt_iter = lights.begin();
	 lt_iter != lights.end();
	 ++lt_iter) {

	Vector specL((*lt_iter)->location()-isectPt);
	Vector specV(cam.getLocation()-isectPt);
	Vector specHj((specL+specV)*(1.0/((specL+specV).length())));

	Ray shade_ray = (*lt_iter)->getRayTo(r.pointOn(isect.t()+ eps));

	++shadow_rays_cast;
	Intersection tempI = rtrace(shade_ray, true, isect.object());
	if (tempI.hits()) {
	    if (level>0) {
		shadowAmt -= shade(tempI, shade_ray, level-1);
	    } else {
		shadowAmt = Color(0.0,0.0,0.0);
	    }
	}

	specular += (*lt_iter)->intensity()*std::pow(specHj.dot(isect.normal()), txt->n());
	diffuse += (*lt_iter)->intensity()*shade_ray.getDir().dot(isect.normal());
    }
    shadowAmt *= 1.0/real(lights.size());
  
    Color reflective(0.0,0.0,0.0,0.0);
    if ((level>0)
	&& (txt->kr().intensity()>0.01)) {
	++reflective_rays_cast;
	Ray tempRay(r.pointOn(isect.t()+eps),
		    r.getDir()
		    - 2.0
		    * (r.getDir().dot(isect.normal()))
		    * isect.normal());
	reflective = shade(rtrace(tempRay), tempRay, level-1);
    }
  
    Color refractive(0.0,0.0,0.0);
    if ((level>0)
	&& (txt->kt().intensity()>0.01)) {
	real eta;
	if (r.in()) {
	    eta = 1.0/txt->ior();
	} else {
	    eta = txt->ior();
	}
	real ci;
	if (r.in()) {
	    ci = (r.getDir().dot(-1.0*isect.normal()));
	} else {
	    ci = (r.getDir().dot(isect.normal()));
	}
	real costt = 1.0 - (eta*eta) * (1.0-ci*ci);
  
	if (costt<0.0) {
	    refractive = Color(0,0,0);
	} else {
	    ++refractive_rays_cast;
	    Ray tempRay(r.pointOn(isect.t()+eps),
			((eta*ci-std::sqrt(costt))*((r.in()?-1.0:1.0)*isect.normal())
			 - (eta*r.getDir())),
			!r.in());
	    refractive = shade(rtrace(tempRay, isect.object()), tempRay, level-1);

	}
    }

    curColor +=
	txt->ka()
	+ (txt->kd()*diffuse
	   + txt->ks()*specular
	   + txt->kr()*reflective
	   + txt->kt()*refractive)
	* shadowAmt;

    return curColor.clamp();
}