Use diffuse parameters to compute shading
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887233e3e4
commit
529b1978a6
1 changed files with 5 additions and 2 deletions
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@ -207,7 +207,7 @@ Scene::trace_ray(const Ray &ray, const int depth)
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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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Color shape_color = intersected_shape->get_material().get_color();
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Material shape_material = intersected_shape->get_material();
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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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@ -217,7 +217,10 @@ Scene::trace_ray(const Ray &ray, const int depth)
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if (ldotn < 0.0) {
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if (ldotn < 0.0) {
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ldotn = 0.0;
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ldotn = 0.0;
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}
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}
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out_color += shape_color * (0.2 * ambient->compute_color_contribution() + 0.8 * ldotn);
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float diffuse_level = shape_material.get_diffuse_level();
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float ambient_level = 1 - diffuse_level;
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out_color += shape_material.get_diffuse_color() * ( ambient_level * ambient->compute_color_contribution()
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+ diffuse_level * ldotn);
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}
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}
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return out_color;
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return out_color;
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