First pass at doing reflections -- splotchy...
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					 1 changed files with 23 additions and 4 deletions
				
			
		
							
								
								
									
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							|  | @ -213,15 +213,16 @@ Scene::trace_ray(const Ray &ray, | |||
|         return out_color; | ||||
|     } | ||||
| 
 | ||||
|     /*
 | ||||
|      * Diffuse lighting. (Shading, etc.) | ||||
|      */ | ||||
| 
 | ||||
|     Material shape_material = intersected_shape->get_material(); | ||||
|     Color shape_color = shape_material.get_diffuse_color(); | ||||
| 
 | ||||
|     Vector3 intersection = ray.parameterize(nearest_t); | ||||
|     Vector3 normal = intersected_shape->compute_normal(intersection); | ||||
| 
 | ||||
|     /*
 | ||||
|      * Diffuse lighting. (Shading, etc.) | ||||
|      */ | ||||
| 
 | ||||
|     Vector3 light_direction; | ||||
|     float ldotn, diffuse_level, ambient_level; | ||||
|     Ray shadow_ray; | ||||
|  | @ -259,5 +260,23 @@ Scene::trace_ray(const Ray &ray, | |||
|      * Specular lighting. (Reflections, etc.) | ||||
|      */ | ||||
| 
 | ||||
|     float specular_level = shape_material.get_specular_level(); | ||||
| 
 | ||||
|     /*
 | ||||
|      * Compute the reflection ray. Computing the direction of the reflection ray is done by the following formula: | ||||
|      * | ||||
|      *     d = dr - 2n(dr . n) | ||||
|      * | ||||
|      * where d is the direction, dr is the direction of the incoming ray, and n is the normal vector. Period (.) | ||||
|      * indicates the dot product. | ||||
|      * | ||||
|      * The origin of the reflection ray is the point on the surface where the incoming ray intersected with it. | ||||
|      */ | ||||
|     Ray reflection_ray = Ray(intersection, ray.direction - 2.0 * normal * ray.direction.dot(normal)); | ||||
|     Color specular_color = trace_ray(reflection_ray, depth + 1, weight * specular_level); | ||||
| 
 | ||||
|     // TODO: Mix in specular_color of material.
 | ||||
|     out_color += specular_level * specular_color; | ||||
| 
 | ||||
|     return out_color; | ||||
| } | ||||
|  |  | |||
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