public override Color3 colorNormal(Color3 existing, Ray r, Hit h, Shape s, Light bulb) { switch (shader) { case ProcShading.Circle: return mapCircle(h); case ProcShading.Texture: return mapTexture(h); default: return mapSquare(h); } }
public override Color3 colorShadow(Color3 existing, Hit h, double factor) { switch (shader) { case ProcShading.Circle: return Color3.shade(mapCircle(h), factor); case ProcShading.Texture: return Color3.shade(mapTexture(h), factor); default: return Color3.shade(mapSquare(h), factor); } }
public static Color3 specular(Ray r, Hit h, Shape s, Light bulb) { Color3 specular = Black; Vector3 normal = s.calcNormal(h); Vector3 lightDir = Point3.vectorize(bulb.Location, h.intersect); Vector3 refDir = lightDir - (2 * (Vector3.DotProduct(lightDir, normal) / Math.Pow(normal.Abs(), 2)) * normal); double specularDot = Vector3.DotProduct(r.direction, refDir); if (specularDot >= 0) { specular = (bulb.Color * s.Material.Specular) * Math.Pow(specularDot, s.Material.Ke); } return(specular); }
public override bool Equals(object obj) { if (obj is Color3) { Color3 other = (Color3)obj; if (other.R == this.R && other.B == this.B && other.G == this.G) { return(true); } else { return(false); } } else { return(false); } }
public override Color3 colorShadow(Color3 existing, Hit h, double factor) { return Color3.shade(existing, factor); }
public override Color3 colorNormal(Color3 existing, Ray r, Hit h, Shape s, Light bulb) { return Color3.Black; }
public abstract Color3 colorShadow(Color3 existing, Hit h, double factor);
public Light(Point3 location, Color3 color) { this._Location = location; this._Color = color; }
public static Color3 floor(Color3 existing, Hit h, Plane p) { return Color3.Green; }
public static Color3 operator +(Color3 c1, Color3 c2) { double r = ((c1.R / MAX) + (c2.R / MAX)); double g = ((c1.G / MAX) + (c2.G / MAX)); double b = ((c1.B / MAX) + (c2.B / MAX)); Color3 c = new Color3(r, b, g); c.ScaleAndCheck(); return c; }
public override Color3 colorShadow(Color3 existing, Hit h, double factor) { return(Color3.shade(existing, factor)); }
public override Color3 colorNormal(Color3 existing, Ray r, Hit h, Shape s, Light bulb) { return(Color3.Black); }
public abstract Color3 colorNormal(Color3 existing, Ray r, Hit h, Shape s, Light bulb);
public static Color3 shade(Color3 existing, double factor) { Color3 shade = Black; shade.R = existing.R / factor; shade.G = existing.G / factor; shade.B = existing.B / factor; return shade; }
public static Color3 operator *(Color3 c1, double coef) { double r = ((c1.R / MAX) * (coef)); double g = ((c1.G / MAX) * (coef)); double b = ((c1.B / MAX) * (coef)); Color3 c = new Color3(r, b, g); c.ScaleAndCheck(); return c; }
public Pixel() { rect = new System.Drawing.Rectangle(0, 0, 1, 1); color = Color3.Black; }
private Color3 mapTexture(Hit h) { Color3 shadeColor = Color3.Black; int texWidth = TextureLoader.Texture.Width; int texHeight = TextureLoader.Texture.Height; int row = (int)Math.Round(h.intersect.x / texWidth); int col = (int)Math.Round(h.intersect.z / texHeight); int startX = row * texWidth; int startY = col * texHeight; int texX = (int) Math.Round(Math.Abs(h.intersect.x - startX)); int texY = (int) Math.Round(Math.Abs(h.intersect.z - startY)); if (texX < TextureLoader.Texture.Width && texY < TextureLoader.Texture.Height) { System.Drawing.Color texColor = TextureLoader.Texture.GetPixel(texX, texY); shadeColor = new Color3(texColor.R, texColor.G, texColor.B); } return shadeColor; }
public static Color3 floor(Color3 existing, Hit h, Plane p) { return(Color3.Green); }
private static Color3 fireRay(Ray incomingRay, int depth, Shape fromShape) { double closest = Constants.FAR_AWAY; Color3 retColor = Constants.BGCOLOR; int whichObject = 0, hitObject = 0; Hit finalHit = new Hit(); foreach (Shape s in layout.Shapes) { Hit rayHit = s.intersect(incomingRay); whichObject++; if (rayHit.intersect.z == Constants.FAR_AWAY) { continue; } double dist = Point3.distance(layout.Cam.Eye, rayHit.intersect); if (dist < closest && !s.Equals(fromShape)) { closest = dist; hitObject = whichObject; finalHit = rayHit; } } if (hitObject <= 0) { return(Constants.BGCOLOR); } Shape hitShape = layout.Shapes[hitObject - 1]; retColor = Color3.ambient(hitShape); // phongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphongphong Color3 diffuseColor = Color3.Black, specularColor = Color3.Black; foreach (Light bulb in layout.Lights) { if (spawnShadow(bulb, finalHit, hitShape, fromShape)) { retColor = hitShape.colorShadow(retColor, finalHit, layout.Lights.Count * 3); } else { if (hitShape is Plane) { retColor = hitShape.colorNormal(retColor, incomingRay, finalHit, hitShape, bulb); } else { diffuseColor += Color3.diffuse(finalHit, hitShape, bulb); specularColor += Color3.specular(incomingRay, finalHit, hitShape, bulb); } } } if (hitShape is Sphere) { retColor += diffuseColor * hitShape.Material.Kd; retColor += specularColor * hitShape.Material.Ks; } if (depth < Constants.MAX_DEPTH) { Color3 reflectColor = Color3.Black; if (hitShape.Material.Kr > 0) { Ray reflectRay = new Ray(); reflectRay.start = finalHit.intersect; Vector3 normalVec = hitShape.calcNormal(finalHit); double c = -Vector3.DotProduct(normalVec, incomingRay.direction); reflectRay.direction = -(incomingRay.direction + (2 * normalVec * c)); reflectRay.direction.Normalize(); reflectColor = fireRay(reflectRay, depth + 1, hitShape); retColor += reflectColor * hitShape.Material.Kr; } if (hitShape.Material.Kt > 0) { Ray transRay = new Ray(); double indexRefract; Vector3 normalVec = Vector3.FaceForward(hitShape.calcNormal(finalHit), -incomingRay.direction); if (Vector3.DotProduct(-incomingRay.direction, hitShape.calcNormal(finalHit)) < 0) { indexRefract = Constants.REFRACTION_INDEX_SPHERE / Constants.REFRACTION_INDEX_AIR; } else { indexRefract = Constants.REFRACTION_INDEX_AIR / Constants.REFRACTION_INDEX_SPHERE; } double discrim = 1 + (Math.Pow(indexRefract, 2) * (Math.Pow(Vector3.DotProduct(-incomingRay.direction, normalVec), 2) - 1)); // Total internal reflection! if (discrim < 0) { retColor += reflectColor * hitShape.Material.Kt; } else { discrim = indexRefract * Vector3.DotProduct(-incomingRay.direction, normalVec) - Math.Sqrt(discrim); transRay.direction = (indexRefract * incomingRay.direction) + (discrim * normalVec); transRay.start = finalHit.intersect; Color3 transColor = fireRay(transRay, depth + 1, hitShape); retColor += transColor * hitShape.Material.Kt; } } } return(retColor); }