Use ambient light in lighting calculations
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parent
3b7f672ab3
commit
438b0734a4
1 changed files with 7 additions and 6 deletions
13
src/scene.cc
13
src/scene.cc
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@ -179,6 +179,7 @@ Scene::add_light(PointLight *light)
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Color
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Color
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Scene::trace_ray(const Ray &ray, const int depth)
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Scene::trace_ray(const Ray &ray, const int depth)
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{
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{
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Color out_color = Color::Black;
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Shape *intersected_shape = NULL;
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Shape *intersected_shape = NULL;
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float *t = NULL;
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float *t = NULL;
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float nearest_t = INFINITY;
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float nearest_t = INFINITY;
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@ -203,20 +204,20 @@ Scene::trace_ray(const Ray &ray, const int depth)
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// If there was no intersection, return black.
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// If there was no intersection, return black.
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if (intersected_shape == NULL) {
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if (intersected_shape == NULL) {
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return Color::Black;
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return out_color;
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}
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}
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Color out_color = intersected_shape->get_material().get_color();
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Color shape_color = intersected_shape->get_material().get_color();
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Vector3 intersection = ray.parameterize(nearest_t);
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Vector3 intersection = ray.parameterize(nearest_t);
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Vector3 normal = intersected_shape->compute_normal(intersection);
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Vector3 normal = intersected_shape->compute_normal(intersection);
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for (PointLight *l : lights) {
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for (PointLight *l : lights) {
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Vector3 light_direction = (intersection - l->get_origin()).normalize();
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Vector3 light_direction = (intersection - l->get_origin()).normalize();
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float ldotn = light_direction.dot(normal);
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float ldotn = light_direction.dot(normal);
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out_color.red *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
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if (ldotn < 0.0) {
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out_color.green *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
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ldotn = 0.0;
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out_color.blue *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
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}
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out_color += shape_color * (0.2 * ambient->compute_color_contribution() + 0.8 * ldotn);
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}
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}
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return out_color;
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return out_color;
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