Ejemplo n.º 1
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 /// <summary>
 /// Calculate lambertian (diffuse) contribution
 /// </summary>
 /// <param name="light">light source</param>
 /// <param name="lightv">direction of light ray to point of intersection</param>
 /// <param name="normal">normal of surface</param>
 /// <param name="distance">distance from intersection to the light</param>
 /// <returns>Diffuse colour</returns>
 public Color Lambertian(Vector3 normal, Light light, Vector3 lightv, float distance)
 {
     var cosAngle = Math.Abs(Vector3.Dot(lightv, normal));
     return Colour * cosAngle * light.IntensityAt(distance) * light.Colour;
 }
Ejemplo n.º 2
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        /// <summary>
        /// Calculate specular contribution (blinn-phong)
        /// </summary>
        /// <param name="light">light source</param>
        /// <param name="rayDir">incoming direction of tracer ray</param>
        /// <param name="lightv">incoming direction of light ray</param>
        /// <param name="normal">normal of the surface</param>
        /// <param name="distance">distance from intersection to the light</param>
        /// <returns></returns>
        public Color Specular(Vector3 normal, Vector3 rayDir, Light light, Vector3 lightv, float distance)
        {
            // get the h component
            var added = -rayDir + -lightv; // rayDir and lightDir are the wrong way round
            added.Normalize();
            var h = added/Vector3.Distance(added, Vector3.Zero);

            const int phongExponent = 100;
            var dot = Vector3.Dot(h, normal);
            var specular =(float) Math.Pow(dot, phongExponent);

            return specular*light.IntensityAt(distance) * light.Colour;
        }
Ejemplo n.º 3
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 /// <summary>
 /// Calculate Ambient contribution, fraction of light colour and intensity
 /// </summary>
 /// <param name="light">Light source</param>
 /// <param name="distance"></param>
 /// <returns>Ambient colour</returns>
 public Color Ambient(Light light, float distance)
 {
     var a = AmbientFraction*light.IntensityAt(distance)*light.Colour;
     return a;
 }