Use ambient light in lighting calculations

This commit is contained in:
Eryn Wells 2013-09-13 18:25:22 -07:00
parent 3b7f672ab3
commit 438b0734a4

View file

@ -179,6 +179,7 @@ Scene::add_light(PointLight *light)
Color
Scene::trace_ray(const Ray &ray, const int depth)
{
Color out_color = Color::Black;
Shape *intersected_shape = NULL;
float *t = NULL;
float nearest_t = INFINITY;
@ -203,20 +204,20 @@ Scene::trace_ray(const Ray &ray, const int depth)
// If there was no intersection, return black.
if (intersected_shape == NULL) {
return Color::Black;
return out_color;
}
Color out_color = intersected_shape->get_material().get_color();
Color shape_color = intersected_shape->get_material().get_color();
Vector3 intersection = ray.parameterize(nearest_t);
Vector3 normal = intersected_shape->compute_normal(intersection);
for (PointLight *l : lights) {
Vector3 light_direction = (intersection - l->get_origin()).normalize();
float ldotn = light_direction.dot(normal);
out_color.red *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
out_color.green *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
out_color.blue *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
if (ldotn < 0.0) {
ldotn = 0.0;
}
out_color += shape_color * (0.2 * ambient->compute_color_contribution() + 0.8 * ldotn);
}
return out_color;