From 529b1978a68c5a4a2bcb2479906ce48ece5ef889 Mon Sep 17 00:00:00 2001 From: Eryn Wells Date: Fri, 13 Sep 2013 18:39:23 -0700 Subject: [PATCH] Use diffuse parameters to compute shading --- src/scene.cc | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/scene.cc b/src/scene.cc index 8c8a766..e66ee68 100644 --- a/src/scene.cc +++ b/src/scene.cc @@ -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;