Esempio n. 1
0
    /**
     * Shade
     *
     * @param tree
     * @param eyeRay
     * @param color
     * @param factor
     * @param level
     * @param originID
     */
    private void Shade(OctNode tree, Ray eyeRay, Color color, double factor, int level, int originID)
    {
        Color       lightColor   = new Color(0.0f, 0.0f, 0.0f);
        Color       reflectColor = new Color(0.0f, 0.0f, 0.0f);
        Color       refractColor = new Color(0.0f, 0.0f, 0.0f);
        IntersectPt intersect    = new IntersectPt();
        OctNode     baseoctn     = new OctNode();
        Vector      normal       = new Vector();
        Ray         reflect      = new Ray();
        Ray         refract      = new Ray();
        double      mu;
        int         current;

        if (intersect.FindNearestIsect(tree, eyeRay, originID, level, baseoctn))
        {
            intersect.GetIntersectObj().FindNormal(intersect.GetIntersection(), normal);
            GetLightColor(baseoctn, intersect.GetIntersection(), normal, intersect.GetIntersectObj(), lightColor);
            if (level < MaxLevel)
            {
                double check = factor * (1.0f - intersect.GetIntersectObj().GetMaterial().GetKTran()) * intersect.GetIntersectObj().GetMaterial().GetShininess();
                if (check > MinFactor)
                {
                    reflect.SetOrigin(intersect.GetIntersection());
                    reflect.GetDirection().Combine(eyeRay.GetDirection(), normal, 1.0f, -2.0f * normal.Dot(eyeRay.GetDirection()));
                    reflect.SetID(RayID);
                    this.RayID = this.RayID + 1;
                    Shade(baseoctn, reflect, reflectColor, check, level + 1, originID);
                    reflectColor.Scale((1.0f - intersect.GetIntersectObj().GetMaterial().GetKTran()) * intersect.GetIntersectObj().GetMaterial().GetShininess(),
                                       intersect.GetIntersectObj().GetMaterial().GetSpecColor());
                }
                check = factor * intersect.GetIntersectObj().GetMaterial().GetKTran();
                if (check > MinFactor)
                {
                    if (intersect.GetEnter())
                    {
                        mu      = 1.0f / intersect.GetIntersectObj().GetMaterial().GetRefIndex();
                        current = intersect.GetIntersectObj().GetObjID();
                    }
                    else
                    {
                        mu = intersect.GetIntersectObj().GetMaterial().GetRefIndex();
                        normal.Negate();
                        current = 0;
                    }
                    double IdotN         = normal.Dot(eyeRay.GetDirection());
                    double TotIntReflect = 1.0f - mu * mu * (1.0f - IdotN * IdotN);
                    if (TotIntReflect >= 0.0)
                    {
                        double gamma = -mu * IdotN - (double)Math.Sqrt(TotIntReflect);
                        refract.SetOrigin(intersect.GetIntersection());
                        refract.GetDirection().Combine(eyeRay.GetDirection(), normal, mu, gamma);
                        refract.SetID(RayID);
                        this.RayID = RayID + 1;
                        Shade(baseoctn, refract, refractColor, check, level + 1, current);
                        refractColor.Scale(intersect.GetIntersectObj().GetMaterial().GetKTran(), intersect.GetIntersectObj().GetMaterial().GetSpecColor());
                    }
                }
            }
            color.Combine(intersect.GetIntersectObj().GetMaterial().GetEmissColor(), intersect.GetIntersectObj().GetMaterial().GetAmbColor(),
                          AmbLightIntensity, lightColor, reflectColor, refractColor);
        }
    }
Esempio n. 2
0
	/**
	 * Shade
	 *
	 * @param tree
	 * @param eyeRay
	 * @param color
	 * @param factor
	 * @param level
	 * @param originID
	 */
	private void Shade(OctNode tree, Ray eyeRay, Color color, double factor, int level, int originID)
	{
		Color lightColor = new Color(0.0f, 0.0f, 0.0f);
		Color reflectColor = new Color(0.0f, 0.0f, 0.0f);
		Color refractColor = new Color(0.0f, 0.0f, 0.0f);
		IntersectPt intersect = new IntersectPt();
		OctNode baseoctn = new OctNode();
		Vector normal = new Vector();
		Ray reflect = new Ray();
		Ray refract = new Ray();
		double mu;
		int current;

		if(intersect.FindNearestIsect(tree, eyeRay, originID, level, baseoctn))
		{
			intersect.GetIntersectObj().FindNormal(intersect.GetIntersection(), normal);
			GetLightColor(baseoctn, intersect.GetIntersection(), normal, intersect.GetIntersectObj(), lightColor);
			if(level < MaxLevel)
			{
				double check = factor * (1.0f - intersect.GetIntersectObj().GetMaterial().GetKTran()) * intersect.GetIntersectObj().GetMaterial().GetShininess();
				if(check > MinFactor)
				{
					reflect.SetOrigin(intersect.GetIntersection());
					reflect.GetDirection().Combine(eyeRay.GetDirection(), normal, 1.0f, -2.0f * normal.Dot(eyeRay.GetDirection()));
					reflect.SetID(RayID);
					this.RayID = this.RayID + 1;
					Shade(baseoctn, reflect, reflectColor, check, level + 1, originID);
					reflectColor.Scale((1.0f - intersect.GetIntersectObj().GetMaterial().GetKTran()) * intersect.GetIntersectObj().GetMaterial().GetShininess(),
						intersect.GetIntersectObj().GetMaterial().GetSpecColor());
				}
				check = factor * intersect.GetIntersectObj().GetMaterial().GetKTran();
				if(check > MinFactor)
				{
					if(intersect.GetEnter())
					{
						mu = 1.0f / intersect.GetIntersectObj().GetMaterial().GetRefIndex();
						current = intersect.GetIntersectObj().GetObjID();
					}
					else
					{
						mu = intersect.GetIntersectObj().GetMaterial().GetRefIndex();
						normal.Negate();
						current = 0;
					}
					double IdotN = normal.Dot(eyeRay.GetDirection());
					double TotIntReflect = 1.0f - mu * mu * (1.0f - IdotN * IdotN);
					if(TotIntReflect >= 0.0)
					{
						double gamma = -mu * IdotN - (double)Math.Sqrt(TotIntReflect);
						refract.SetOrigin(intersect.GetIntersection());
						refract.GetDirection().Combine(eyeRay.GetDirection(), normal, mu, gamma);
						refract.SetID(RayID);
						this.RayID = RayID + 1;
						Shade(baseoctn, refract, refractColor, check, level + 1, current);
						refractColor.Scale(intersect.GetIntersectObj().GetMaterial().GetKTran(), intersect.GetIntersectObj().GetMaterial().GetSpecColor());
					}
				}
			}
			color.Combine(intersect.GetIntersectObj().GetMaterial().GetEmissColor(), intersect.GetIntersectObj().GetMaterial().GetAmbColor(),
				AmbLightIntensity, lightColor, reflectColor, refractColor);
		}
	}