Exemple #1
0
        public override Isect intersect(Ray ry)
        {
            double b, disc, t;
            Isect  ip;

            v.sub2(c, ry.P);
            b    = Vec.dot(v, ry.D);
            disc = b * b - Vec.dot(v, v) + r2;
            if (disc < 0.0)
            {
                return(null);
            }
            disc = Math.Sqrt(disc);
            t    = (b - disc < 1e-6) ? b + disc : b - disc;
            if (t < 1e-6)
            {
                return(null);
            }
            ip       = new Isect();
            ip.t     = t;
            ip.enter = Vec.dot(v, v) > r2 + 1e-6 ? 1 : 0;
            ip.prim  = this;
            ip.surf  = surf;
            return(ip);
        }
Exemple #2
0
		public override Isect intersect (Ray ry)
		{
			double b, disc, t;
			Isect ip;
			v.sub2 (c, ry.P);
			b = Vec.dot (v, ry.D);
			disc = b * b - Vec.dot (v, v) + r2;
			if (disc < 0.0) {
				return null;
			}
			disc = Math.Sqrt (disc);
			t = (b - disc < 1e-6) ? b + disc : b - disc;
			if (t < 1e-6) {
				return null;
			}
			ip = new Isect ();
			ip.t = t;
			ip.enter = Vec.dot (v, v) > r2 + 1e-6 ? 1 : 0;
			ip.prim = this;
			ip.surf = surf;
			return ip;
		}
Exemple #3
0
		/**
	 * Returns the shaded color
	 * @return The color in Vec form (rgb)
	 */
		Vec shade (int level, double weight, Vec P, Vec N, Vec I, Isect hit)
		{
			Vec tcol;
			Vec R;
			double t, diff, spec;
			Surface surf;
			Vec col;
			int l;

			col = new Vec ();
			surf = hit.surf;
			R = new Vec ();
			if (surf.shine > 1e-6) {
				R = SpecularDirection (I, N);
			}

			// Computes the effectof each light
			for (l = 0; l < lights.Length; l++) {
				L.sub2 (lights [l].pos, P);
				if (Vec.dot (N, L) >= 0.0) {
					t = L.normalize ();

					tRay.P = P;
					tRay.D = L;

					// Checks if there is a shadow
					if (Shadow (tRay, t) > 0) {
						diff = Vec.dot (N, L) * surf.kd *
						lights [l].brightness;

						col.adds (diff, surf.color);
						if (surf.shine > 1e-6) {
							spec = Vec.dot (R, L);
							if (spec > 1e-6) {
								spec = Math.Pow (spec, surf.shine);
								col.x += spec;
								col.y += spec;
								col.z += spec;
							}
						}
					}
				}
			}

			tRay.P = P;
			if (surf.ks * weight > 1e-3) {
				tRay.D = SpecularDirection (I, N);
				tcol = trace (level + 1, surf.ks * weight, tRay);
				col.adds (surf.ks, tcol);
			}
			if (surf.kt * weight > 1e-3) {
				if (hit.enter > 0)
					tRay.D = TransDir (null, surf, I, N);
				else
					tRay.D = TransDir (surf, null, I, N);
				tcol = trace (level + 1, surf.kt * weight, tRay);
				col.adds (surf.kt, tcol);
			}

			// garbaging...
			tcol = null;
			surf = null;

			return col;
		}
Exemple #4
0
        /**
         * Returns the shaded color
         * @return The color in Vec form (rgb)
         */
        Vec shade(int level, double weight, Vec P, Vec N, Vec I, Isect hit)
        {
            Vec     tcol;
            Vec     R;
            double  t, diff, spec;
            Surface surf;
            Vec     col;
            int     l;

            col  = new Vec();
            surf = hit.surf;
            R    = new Vec();
            if (surf.shine > 1e-6)
            {
                R = SpecularDirection(I, N);
            }

            // Computes the effectof each light
            for (l = 0; l < lights.Length; l++)
            {
                L.sub2(lights [l].pos, P);
                if (Vec.dot(N, L) >= 0.0)
                {
                    t = L.normalize();

                    tRay.P = P;
                    tRay.D = L;

                    // Checks if there is a shadow
                    if (Shadow(tRay, t) > 0)
                    {
                        diff = Vec.dot(N, L) * surf.kd *
                               lights [l].brightness;

                        col.adds(diff, surf.color);
                        if (surf.shine > 1e-6)
                        {
                            spec = Vec.dot(R, L);
                            if (spec > 1e-6)
                            {
                                spec   = Math.Pow(spec, surf.shine);
                                col.x += spec;
                                col.y += spec;
                                col.z += spec;
                            }
                        }
                    }
                }
            }

            tRay.P = P;
            if (surf.ks * weight > 1e-3)
            {
                tRay.D = SpecularDirection(I, N);
                tcol   = trace(level + 1, surf.ks * weight, tRay);
                col.adds(surf.ks, tcol);
            }
            if (surf.kt * weight > 1e-3)
            {
                if (hit.enter > 0)
                {
                    tRay.D = TransDir(null, surf, I, N);
                }
                else
                {
                    tRay.D = TransDir(surf, null, I, N);
                }
                tcol = trace(level + 1, surf.kt * weight, tRay);
                col.adds(surf.kt, tcol);
            }

            // garbaging...
            tcol = null;
            surf = null;

            return(col);
        }