Пример #1
0
        protected override Color calculateColorPerLight(Ray ray, HitData hitPoint, ILight light, bool isCovered)
        {
            Vector3 incomingLightDirection = Vector3.Normalize(hitPoint.Position - light.Position);
            Color   lightIntensity         = (float)(1 / Math.Pow(Vector3.Distance(hitPoint.Position, light.Position), 2)) * light.GetIntensity(incomingLightDirection);

            Color ambient  = lightIntensity * hitPoint.Material.Ambient(hitPoint.TextureCoords);
            Color diffuse  = Color.Black;
            Color specular = Color.Black;

            if (!isCovered || !Settings.CastShadows)
            {
                diffuse = lightIntensity
                          * Math.Max(hitPoint.Normal * (-1 * incomingLightDirection), 0)
                          * hitPoint.Material.Diffuse(hitPoint.TextureCoords);

                specular = lightIntensity
                           * hitPoint.Material.Specular(hitPoint.TextureCoords)
                           * (float)Math.Pow(-1 * CurrentScene.MainCamera.ViewDirection * incomingLightDirection.Reflect(hitPoint.Normal), PhongExponent);
            }

            Color lightInflux = diffuse + ambient + specular;
            Color color       = hitPoint.Material.Color(hitPoint.TextureCoords);

            return(new Color(Math.Min(lightInflux.r, color.r), Math.Min(lightInflux.g, color.g), Math.Min(lightInflux.b, color.b)));
        }