예제 #1
0
  public Triangle(Mesh owner, int index0, int index1, int index2, Material material) {
    this.owner = owner;
    index = new int[3];
    index[0] = index0;
    index[1] = index1;
    index[2] = index2;

    Point3 v0 = owner.getVertex(index0);
    Point3 v1 = owner.getVertex(index1);
    Point3 v2 = owner.getVertex(index2);

    if (!owner.existsNormals()) {
      Vector3 e0 = new Vector3(), e1 = new Vector3();
      e0.sub(v1, v0);
      e1.sub(v2, v0);
      norm = new Vector3();
      norm.cross(e0, e1);
    }
    a = v0.x - v1.x;
    b = v0.y - v1.y;
    c = v0.z - v1.z;

    d = v0.x - v2.x;
    e = v0.y - v2.y;
    f = v0.z - v2.z;

    this.setMaterial(material);
  }
예제 #2
0
파일: Phong.java 프로젝트: mjs513/cs4620-1
  /**
   * Calculate the BRDF value for this material at the intersection described in record. Returns the
   * BRDF color in outColor.
   *
   * @param outColor Space for the output color
   * @param scene The scene
   * @param lights The lights
   * @param toEye Vector pointing towards the eye
   * @param record The intersection record, which hold the location, normal, etc.
   * @param depth The depth of recursive calls. You can ignore this parameter.
   * @param contribution The contribution of the current ray. You can ignore this parameter.
   * @param internal You can ignore this parameter.
   */
  public void shade(
      Color outColor,
      Scene scene,
      ArrayList<Light> lights,
      Vector3 toEye,
      IntersectionRecord record,
      int depth,
      double contribution,
      boolean internal) {
    for (Light light : lights) {
      if (!isShadowed(scene, light, record)) {
        L.sub(light.position, record.location);
        L.normalize();

        double dot = L.dot(record.normal);

        if (dot > 0) {
          outColor.r += dot * light.intensity.r * diffuseColor.r;
          outColor.g += dot * light.intensity.g * diffuseColor.g;
          outColor.b += dot * light.intensity.b * diffuseColor.b;
        }

        H.set(L);
        H.add(toEye);
        H.normalize();

        dot = H.dot(record.normal);

        if (dot > 0) {
          dot = Math.pow(dot, exponent);

          outColor.r += dot * light.intensity.r * specularColor.r;
          outColor.g += dot * light.intensity.g * specularColor.g;
          outColor.b += dot * light.intensity.b * specularColor.b;
        }
      }
    }
  }