Use diffuse parameters to compute shading
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					 1 changed files with 5 additions and 2 deletions
				
			
		|  | @ -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; | ||||
|  |  | |||
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