Example #1
0
        private ColorVector RenderDiffuse(ColorVector currentColor, IntersectionInfo intersectionInfo, ILight light)
        {
            if (RenderData.RenderDiffuse)
            {
                var v = (light.Position - intersectionInfo.Position).Normalize();
                var l = v.Dot(intersectionInfo.Normal);
                if (l > 0.0)
                {
                    return(currentColor + intersectionInfo.Color * light.Color * l);
                }
            }

            return(currentColor);
        }
Example #2
0
        private ColorVector RenderHighlights(ColorVector currentColor, IShape shape, IntersectionInfo shadowIntersection,
                                             ILight light)
        {
            if (RenderData.RenderHighlights && !shadowIntersection.IsHit && shape.GetMaterial().Gloss > 0.0)
            {
                var lv          = (shape.Position - light.Position).Normalize();
                var e           = (Camera.Position - shape.Position).Normalize();
                var h           = (e - lv).Normalize();
                var glossWeight = 0.0; // todo: pow(max(dot(info.Normal, h), 0.0), shininess)
                return(currentColor + light.Color * glossWeight);
            }

            return(currentColor);
        }
Example #3
0
        private ColorVector GetLightingColor(PosVector point, PosVector normal)
        {
            var lightColor = new ColorVector();

            foreach (var light in Scene.Lights)
            {
                // if not shaded
                if (IsViewable(light.Position, point))
                {
                    var lightVector = light.Position - point;
                    lightColor = lightColor + (light.Color * Math.Abs(PosVector.CosVectors(normal, lightVector)));
                }
            }

            return(lightColor);
        }
Example #4
0
        private ColorVector GetSpecularColor(Ray ray, double p)
        {
            var lightColor = new ColorVector();

            foreach (var light in Scene.Lights)
            {
                // if not shaded
                if (IsViewable(light.Position, ray.Position))
                {
                    var lightSourceVector = light.Position - ray.Position;
                    var cosLightSource    = PosVector.CosVectors(ray.Direction, lightSourceVector);
                    if (cosLightSource > double.Epsilon)
                    {
                        lightColor = lightColor * p; // + (light.Color * Math.Pow(cosLightSource, p));
                    }
                }
            }

            return(lightColor);
        }
Example #5
0
        private ColorVector RenderReflection(ColorVector currentColor, IntersectionInfo intersectionInfo, Ray ray,
                                             int depth)
        {
            if (RenderData.RenderReflection)
            {
                if (Scene.TryGetShape(intersectionInfo.ElementId, out var shape))
                {
                    if (shape.GetMaterial().KReflection > 0.0)
                    {
                        var reflectionRay = GetReflectionRay(intersectionInfo.Position, intersectionInfo.Normal, ray.Direction);
                        var refl          = TestIntersection(reflectionRay, shape.Id);
                        var reflColor     = refl.IsHit && refl.Distance > 0.0
              ? RayTrace(refl, reflectionRay, depth + 1)
              : Scene.Background.Color;

                        return(currentColor.Blend(reflColor, shape.GetMaterial().KReflection));
                    }
                }
            }

            return(currentColor);
        }
Example #6
0
        private ColorVector RenderRefraction(ColorVector currentColor, IntersectionInfo intersectionInfo, Ray ray,
                                             int depth)
        {
            if (RenderData.RenderRefraction)
            {
                if (Scene.TryGetShape(intersectionInfo.ElementId, out var shape))
                {
                    if (shape.GetMaterial().KTransparent > 0.0)
                    {
                        var refractionRay = GetRefractionRay(intersectionInfo.Position, intersectionInfo.Normal, ray.Direction,
                                                             shape.GetMaterial().Refraction);
                        var refr           = shape.Intersect(refractionRay);
                        var refractedColor = Scene.Background.Color;
                        if (refr.IsHit)
                        {
                            if (Scene.TryGetShape(refr.ElementId, out var refrShape))
                            {
                                var elemRefractionRay = GetRefractionRay(refr.Position, refr.Normal, refractionRay.Direction,
                                                                         refrShape.GetMaterial().Refraction);
                                var secondRefr = TestIntersection(elemRefractionRay, shape.Id);
                                if (secondRefr.IsHit && secondRefr.Distance > 0.0)
                                {
                                    refractedColor = RayTrace(secondRefr, elemRefractionRay, depth + 1);
                                }
                            }
                        }
                        else
                        {
                            refractedColor = Scene.Background.Color;
                        }

                        return(currentColor.Blend(refractedColor, shape.GetMaterial().KTransparent));
                    }
                }
            }

            return(currentColor);
        }
Example #7
0
        private ColorVector CalculateColor(Ray ray, IntersectionInfo intInfo, double rayIntensity, int depth)
        {
            if (intInfo.IsHit && Scene.TryGetShape(intInfo.ElementId, out IShape shape))
            {
                var material       = shape.GetMaterial();
                var objectColor    = intInfo.Color;
                var ambientColor   = new ColorVector();
                var diffuseColor   = new ColorVector();
                var reflectedColor = new ColorVector();
                var specularColor  = new ColorVector();

                var resultColor = new ColorVector();

                double fogDensity = 0;
                if (Scene.HasFogDensity)
                {
                    fogDensity = Scene.GetFogDensity(intInfo.Distance);
                }

                if (material.KAmbient > double.Epsilon)
                {
                    ambientColor = Scene.Background.Color.Mix(objectColor);
                    resultColor  = resultColor.Mix(ambientColor);
                }

                if (material.KDiffuse > double.Epsilon)
                {
                    diffuseColor = objectColor;
                    if (Scene.HasLights)
                    {
                        diffuseColor = diffuseColor.Mix(GetLightingColor(intInfo.Position, intInfo.Normal));
                    }

                    resultColor = resultColor.Blend(diffuseColor, material.KDiffuse);
                }

                if (material.KSpecular > double.Epsilon)
                {
                    specularColor = Scene.Background.Color;
                    if (Scene.HasLights)
                    {
                        var reflectedRay = ReflectRay(ray, intInfo.Normal);
                        specularColor = GetSpecularColor(reflectedRay, material.Gloss);
                    }

                    resultColor = resultColor.Blend(specularColor, material.KSpecular);
                }

                if (material.KReflection > double.Epsilon)
                {
                    // avoid deep recursion by tracing rays which have intensity greater than threshold
                    // and avoid infinite recursion by limiting number of recursive calls
                    if (rayIntensity > ThresholdRayIntensity && depth < MaxRayRecursionLevel)
                    {
                        var reflectedRay = ReflectRay(ray, intInfo.Normal);
                        reflectedColor = TraceRecursive(
                            reflectedRay,
                            rayIntensity * material.KReflection * (1 - fogDensity),
                            depth + 1);
                    }
                    else
                    {
                        reflectedColor = Scene.Background.Color;
                    }

                    resultColor = resultColor.Blend(reflectedColor, material.KReflection);
                }

                if (Scene.HasFogDensity)
                {
                    resultColor = (Scene.Background.Color * fogDensity) + (resultColor * (1.0 - fogDensity));
                }

                return(resultColor);
            }
            else
            {
                return(Scene.Background.Color);
            }
        }
Example #8
0
        private Rgba32 ClampToPixel(ColorVector color)
        {
            var clamped = color.Clamp();

            return(new Rgba32(ColorToByte(clamped.R), ColorToByte(clamped.G), ColorToByte(clamped.B)));
        }