Ejemplo n.º 1
0
        public Color trace(Ray ray, int depth)
        {
            if (depth < 1)
            {
                return(new Color(Scene.Background.R, Scene.Background.G, Scene.Background.B));
            }
            Intersection?possibleIntersection = Scene.Intersect(ray);

            if (!possibleIntersection.HasValue)
            {
                return(new Color(Scene.Background.R, Scene.Background.G, Scene.Background.B));
            }
            Intersection intersection = possibleIntersection.Value;

            intersection.Tracer = this;
            if (depth == 4)
            {
            }
            Color result = intersection.Material.Ambient * Scene.Ambient;

            foreach (var light in Scene.Lights)
            {
                Vector lightDir   = light.GetDirAt(intersection.Point);
                double lightPower = light.PowerAt(intersection.Point);
                Color  lightColor = light.shade(intersection);

                Color current = new Color();
                current += ShadingModels.LambertModel(intersection, lightDir) * intersection.Material.Lambert;
                current += ShadingModels.PhongModel(intersection, lightDir) * intersection.Material.Phong;
                current += ShadingModels.BlinnPhongModel(intersection, lightDir) * intersection.Material.BlinnPhong;

                current *= (lightColor * lightPower);

                result += current;
            }

            if (intersection.Material.Reflectance > 0)
            {
                result += intersection.Material.ReflectiveColor * intersection.Material.Reflectance *
                          trace(new Ray(
                                    intersection.Point,
                                    Vector.Reflect(
                                        intersection.Ray.Direction,
                                        intersection.Normal)
                                    ), depth - 1);
            }

            if (intersection.Material.Refractivity > 0)
            {
                Vector?direction = Vector.Refract(
                    intersection.Ray.Direction,
                    intersection.Normal,
                    intersection.Material.RefractivePower
                    );
                if (direction.HasValue)
                {
                    result += intersection.Material.RefractiveColor * intersection.Material.Refractivity *
                              trace(new Ray(intersection.Point, direction.Value), depth - 1);
                }
            }

            return(result);
        }