Created
January 19, 2014 17:00
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Color Scene::TraceRay (const Ray& ray, double rIndex, int iterations) const{ | |
Color pixel = Black; | |
Intersection intersection = Intersect(ray); | |
if (intersection.t != -1) { | |
pixel += ambientColor * intersection.shape->getMaterial()->getAmbient(); | |
//reflection ray | |
Vector reflectionDirection = ray.direction - 2 * Dot(ray.direction, intersection.normal) * intersection.normal; | |
Ray reflectedRay(intersection.location + reflectionDirection * 0.000001, reflectionDirection); | |
for(int i = 0; i < lights.size(); i++){ | |
Vector light = *lights[i]; | |
//shadow ray | |
Vector shadowDirection = light - intersection.location; | |
Ray shadowRay(intersection.location + shadowDirection * 0.000001, shadowDirection); | |
//if not in shadow | |
Intersection shadowIntersection = Intersect(shadowRay); | |
if (shadowIntersection.t == -1) { | |
//diffuse part | |
double diffuseFactor = Dot(intersection.normal, shadowRay.direction); | |
if (diffuseFactor > 0) | |
pixel += lightColor * intersection.shape->getMaterial()->getDiffuse() * diffuseFactor; | |
//specular part | |
Vector R = shadowRay.direction - 2 * Dot(shadowRay.direction, intersection.normal) * intersection.normal; | |
double specularFactor = Dot(ray.direction, R); | |
if (specularFactor > 0) { | |
pixel += lightColor * intersection.shape->getMaterial()->getSpecular() * pow(specularFactor, intersection.shape->getMaterial()->getShininess()); | |
} | |
} | |
} | |
if (intersection.shape->getMaterial()->getReflection() > 0 && iterations > 0) { | |
pixel += intersection.shape->getMaterial()->getSpecular() * TraceRay(reflectedRay, intersection.shape->getMaterial()->getRefraction(), --iterations) * intersection.shape->getMaterial()->getReflection(); | |
} | |
} | |
else | |
pixel += backgroundColor; | |
return pixel; | |
//MASTER ALGORITHM HERE! | |
} |
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