Esempio n. 1
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        private Vector3 DirectLightning(Vector3 point, ResFindShape res, float dist, Light light)
        {
            //Create a ray from the shape to the light
            Ray  r2          = new Ray(point, Vector3.Subtract(light.origine, point));
            bool seeTheLight = true;

            foreach (Shape s in m_fastStruct)
            {
                float coeff = s.RayIntersect(r2, out res.shape);

                //If we hit something before the light
                if (coeff != -1 && coeff < 1)
                {
                    seeTheLight = false;
                    break;
                }
            }

            if (seeTheLight)
            {
                Vector3 powerReceived = Vector3.Multiply(light.power, 1 / (dist * dist));
                return(powerReceived);
            }
            else
            {
                return(new Vector3(0, 0, 0));
            }
        }
Esempio n. 2
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        private ResFindShape SearchShapeHit(Ray rayon)
        {
            ResFindShape res = new ResFindShape();

            res.coeff = float.MaxValue;

            foreach (Shape s in m_fastStruct)
            {
                Shape tempShape;
                float temp = s.RayIntersect(rayon, out tempShape);

                if (temp != -1 && temp < res.coeff)
                {
                    res.coeff = temp;
                    res.shape = tempShape;
                }
            }
            return(res);
        }
Esempio n. 3
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        private Vector3 SendRay(Ray rFromCam, int cpt = 0)
        {
            ResFindShape res = SearchShapeHit(rFromCam);

            //If we hit a shape
            if (res.coeff != float.MaxValue && res.shape != null)
            {
                cpt++;
                Vector3 pointOnShape = rFromCam.GetPointAt(res.coeff);

                // Move hit point slightly on the outside to be sure we're not inside the shape
                Vector3 normalOnPointOnShape = res.shape.GetNormal(pointOnShape);
                Vector3 pointOnShapeDecal    = Vector3.Add(pointOnShape, Vector3.Multiply(normalOnPointOnShape, 0.5f));

                Vector3 indirectLight = new Vector3(0, 0, 0);

                if (cpt < 10) // Bounce
                {
                    Vector3 newDir;

                    if (res.shape.material.mat == Materials.Mirror)
                    {
                        //Reflexion direction
                        newDir = Vector3.Add(
                            Vector3.Multiply(2 * -Vector3.Dot(rFromCam.direction, normalOnPointOnShape), normalOnPointOnShape)
                            , rFromCam.direction);

                        indirectLight = res.shape.material.albedo * IndirectLightning(pointOnShapeDecal, newDir, res, cpt);
                    }
                    else if (res.shape.material.mat == Materials.Glass && m_random.Next(2) == 0)
                    {
                        newDir = Vector3.Add(
                            Vector3.Multiply(2 * -Vector3.Dot(rFromCam.direction, normalOnPointOnShape), normalOnPointOnShape)
                            , rFromCam.direction);

                        indirectLight = res.shape.material.albedo * IndirectLightning(pointOnShapeDecal, newDir, res, cpt);
                    }
                    else
                    {
                        newDir        = RandomBounce(pointOnShapeDecal);
                        indirectLight = IndirectLightning(pointOnShapeDecal, newDir, res, cpt);
                    }
                }

                if (res.shape.material.mat != Materials.Mirror)
                {
                    Vector3 temp = Vector3.Zero;
                    foreach (Light light in lights)
                    {
                        Vector3 l    = Vector3.Subtract(light.origine, pointOnShapeDecal);
                        float   dist = l.Length();
                        l = Vector3.Normalize(l);

                        Vector3 lightEmmited = Vector3.Divide(
                            Vector3.Multiply(res.shape.material.albedo, Math.Max(Math.Min(Vector3.Dot(normalOnPointOnShape, l), 1.0f), 0.0f))
                            , (float)Math.PI);
                        Vector3 directLight = DirectLightning(pointOnShapeDecal, res, dist, light);

                        temp += Vector3.Add(Vector3.Multiply(lightEmmited, directLight), indirectLight);
                    }
                    return(temp);
                }
                else
                {
                    return(indirectLight);
                }
            }

            return(new Vector3(0.1f, 0.1f, 0.25f)); //Nothing is hit, nothing to return, so return atmosphere value  --ATMOSPHERE
        }
Esempio n. 4
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        private Vector3 IndirectLightning(Vector3 point, Vector3 dir, ResFindShape res, int cpt)
        {
            Ray mirrorRayon = new Ray(point, dir);

            return(Vector3.Multiply(res.shape.material.albedo, SendRay(mirrorRayon, cpt)));
        }