private Color GetNaturalColor(SceneObject thing, Vector pos, Vector norm, Vector rd, Scene scene) { Color ret = new Color(0, 0, 0); foreach (Light light in scene.Lights) { Vector ldis = Vector.Minus(light.Pos, pos); Vector livec = Vector.Norm(ldis); double neatIsect = TestRay(new Ray(pos, livec), scene); bool isInShadow = !((neatIsect > Vector.Mag(ldis)) || (neatIsect == 0)); if (!isInShadow) { double illum = Vector.Dot(livec, norm); Color lcolor = illum > 0 ? Color.Times(illum, light.Color) : new Color(0, 0, 0); double specular = Vector.Dot(livec, Vector.Norm(rd)); Color scolor = specular > 0 ? Color.Times(Math.Pow(specular, thing.Surface.Roughness), light.Color) : new Color(0, 0, 0); ret = Color.Plus(ret, Color.Plus(Color.Times(thing.Surface.Diffuse(pos), lcolor), Color.Times(thing.Surface.Specular(pos), scolor))); } } return ret; }
private Color GetReflectionColor(SceneObject thing, Vector pos, Vector norm, Vector rd, Scene scene, int depth) { return Color.Times(thing.Surface.Reflect(pos), TraceRay(new Ray(pos, rd), scene, depth + 1)); }
public Scene(SceneObject[] things, Light[] lights, Camera camera) { Things = things; Lights = lights; Camera = camera; }