Use diffuse parameters to compute shading

This commit is contained in:
Eryn Wells 2013-09-13 18:39:23 -07:00
parent 887233e3e4
commit 529b1978a6

View file

@ -207,7 +207,7 @@ Scene::trace_ray(const Ray &ray, const int depth)
return out_color;
}
Color shape_color = intersected_shape->get_material().get_color();
Material shape_material = intersected_shape->get_material();
Vector3 intersection = ray.parameterize(nearest_t);
Vector3 normal = intersected_shape->compute_normal(intersection);
@ -217,7 +217,10 @@ Scene::trace_ray(const Ray &ray, const int depth)
if (ldotn < 0.0) {
ldotn = 0.0;
}
out_color += shape_color * (0.2 * ambient->compute_color_contribution() + 0.8 * ldotn);
float diffuse_level = shape_material.get_diffuse_level();
float ambient_level = 1 - diffuse_level;
out_color += shape_material.get_diffuse_color() * ( ambient_level * ambient->compute_color_contribution()
+ diffuse_level * ldotn);
}
return out_color;