Exemplo n.º 1
0
  protected Colour shadeHit(Ray ray, Intersection inter) {
    Colour colourD = inter.getBestHitMaterial().diffuse;
    Colour colourC = inter.getBestHitMaterial().ambient;
    float R = 0;
    float G = 0;
    float B = 0;

    for (Light light : scene.getLights()) {
      Vector norms = light.pos.subtract(inter.getBestHitPoint());
      norms.normalize();
      Vector normm = inter.getBestHitNormal();
      float t = norms.dot(normm);
      if (t > 0) {
        R += ((colourD.r * light.colour.r * t) + (colourC.r * light.colour.r));
        G += ((colourD.g * light.colour.g * t) + (colourC.g * light.colour.g));
        B += ((colourD.b * light.colour.b * t) + (colourC.b * light.colour.b));
      } else {
        R += (colourC.r * light.colour.r);
        G += (colourC.g * light.colour.g);
        B += (colourC.b * light.colour.b);
      }
    }

    return new Colour(R, G, B);
  }
Exemplo n.º 2
0
  @Override
  protected Colour shadeHit(Ray ray, Intersection inter) {
    Colour colourD = inter.getBestHitMaterial().diffuse;
    Colour colourC = inter.getBestHitMaterial().ambient;
    float R = 0;
    float G = 0;
    float B = 0;
    Point start = inter.getBestHitPoint();
    Vector temp = new Vector(inter.getBestHitNormal());
    start.add(temp);
    Ray shadowfeeler = new Ray(start);

    for (Light light : scene.getLights()) {
      R += (colourC.r * light.colour.r);
      G += (colourC.g * light.colour.g);
      B += (colourC.b * light.colour.b);

      Vector dir = light.pos.subtract(start);
      shadowfeeler.dir = dir;

      if (!isInShadow(shadowfeeler)) {
        Vector norms = light.pos.subtract(inter.getBestHitPoint());
        norms.normalize();
        Vector normm = inter.getBestHitNormal();
        float t = norms.dot(normm);
        if (t > 0) {
          R += (colourD.r * light.colour.r * t);
          G += (colourD.g * light.colour.g * t);
          B += (colourD.b * light.colour.b * t);
        }
      }
    }
    if (this.recursionDepth <= this.maxRecursionDepth
        && inter.getBestHitMaterial().reflectivity >= 0.1) {
      Ray reflRay = this.computeReflectedRay(ray, inter); // Maybe change to start later on
      Colour col = this.shade(reflRay);
      R += col.r * inter.getBestHitMaterial().reflectivity;
      G += col.g * inter.getBestHitMaterial().reflectivity;
      B += col.b * inter.getBestHitMaterial().reflectivity;
    }

    return new Colour(R, G, B);
  }