コード例 #1
0
        public override Couleur drawPixel(V3 position)
        {
            V3 ai = position - this.getPosition();

            double la = (this.largeur * ai) / (this.largeur * this.largeur);
            double lo = (this.longueur * ai) / (this.longueur * this.longueur);

            V3 vectRect = ((float)la * this.largeur) + ((float)lo * this.longueur);

            V3 copyVectRect = new V3(vectRect);

            copyVectRect.Normalize();

            float dhsdu;
            float dhsdv;

            this.getBump(la, lo, out dhsdu, out dhsdv);


            V3 dmsdu = new V3((float)(-1 * Math.Cos(lo) * Math.Sin(la)),
                              (float)(1 * Math.Cos(lo) * Math.Cos(la)),
                              0.0f);

            V3 dmsdv = new V3((float)(-1 * Math.Sin(lo) * Math.Cos(la)),
                              (float)(-1 * Math.Sin(lo) * Math.Sin(la)),
                              (float)(1 * Math.Cos(lo)));

            V3 dmpsdu = dmsdu + dhsdu * copyVectRect;
            V3 dmpsdv = dmsdv + dhsdv * copyVectRect;


            V3 Np = ((dmpsdu ^ dmpsdv) / (dmpsdu ^ dmpsdv).Norm());

            V3 vecteurBump = Np;

            V3 position_point = this.getPosition() + vectRect;



            Couleur vcolor = new Couleur();

            foreach (Light light in RenderSing.getCurrentRender().getLight())
            {
                vcolor += light.applyLight(this, position_point, vecteurBump, this.getColor(la, lo));
            }

            return(vcolor);
        }
コード例 #2
0
        public Couleur specular(Object3D b, V3 v, Couleur color_surface)
        {
            V3 copy_v = new V3(v);

            copy_v.Normalize();
            V3 copy_pos = new V3(this.direction);

            copy_pos.Normalize();

            float sca = (copy_pos * copy_v);
            V3    v_curent_perfect = (copy_v * sca * 2.0f) - copy_pos;
            V3    v_current_oeil   = -(v + b.getPosition()) + RenderSing.getCurrentRender().getEyesPosition();

            float a = (float)Math.Pow((Math.Max((v_curent_perfect * v_current_oeil) / (v_curent_perfect.Norm() * v_current_oeil.Norm()), 0)), 25);

            return(this.couleur * a);
        }
コード例 #3
0
        public override Couleur applyLight(Object3D enlightmentObject, V3 positionOnScene, V3 normal, Couleur color_surface)
        {
            foreach (Object3D one in RenderSing.getCurrentRender().getObject())
            {
                V3 dirN = new V3(direction);
                dirN.Normalize();

                double t = 0;

                if (enlightmentObject != one && one.testColition(positionOnScene, dirN, out t))
                {
                    return(new Couleur(0f, 0f, 0f));
                }
            }

            return(this.diffuse(enlightmentObject, normal, color_surface) +
                   this.specular(enlightmentObject, normal, color_surface));
        }