First pass at doing reflections -- splotchy...
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58f3cdd304
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1 changed files with 23 additions and 4 deletions
27
src/scene.cc
27
src/scene.cc
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@ -213,15 +213,16 @@ Scene::trace_ray(const Ray &ray,
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return out_color;
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return out_color;
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}
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}
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/*
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* Diffuse lighting. (Shading, etc.)
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*/
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Material shape_material = intersected_shape->get_material();
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Material shape_material = intersected_shape->get_material();
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Color shape_color = shape_material.get_diffuse_color();
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Color shape_color = shape_material.get_diffuse_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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/*
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* Diffuse lighting. (Shading, etc.)
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*/
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Vector3 light_direction;
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Vector3 light_direction;
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float ldotn, diffuse_level, ambient_level;
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float ldotn, diffuse_level, ambient_level;
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Ray shadow_ray;
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Ray shadow_ray;
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@ -259,5 +260,23 @@ Scene::trace_ray(const Ray &ray,
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* Specular lighting. (Reflections, etc.)
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* Specular lighting. (Reflections, etc.)
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*/
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*/
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float specular_level = shape_material.get_specular_level();
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/*
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* Compute the reflection ray. Computing the direction of the reflection ray is done by the following formula:
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*
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* d = dr - 2n(dr . n)
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*
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* where d is the direction, dr is the direction of the incoming ray, and n is the normal vector. Period (.)
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* indicates the dot product.
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*
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* The origin of the reflection ray is the point on the surface where the incoming ray intersected with it.
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*/
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Ray reflection_ray = Ray(intersection, ray.direction - 2.0 * normal * ray.direction.dot(normal));
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Color specular_color = trace_ray(reflection_ray, depth + 1, weight * specular_level);
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// TODO: Mix in specular_color of material.
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out_color += specular_level * specular_color;
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return out_color;
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return out_color;
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}
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}
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