private Color ComputeLight(Color finalColor, Vector3 hitPosition, Vector3 hitNormal, PotatoPointLight light)
        {
            Vector3 directionToLight = light.GetDirection(hitPosition);

            if (light.InRange(hitPosition))
            {
                double normalAng = DiffuseAngle(hitPosition, hitNormal, light);

                if (normalAng > 0)
                {
                    finalColor = Color.FromArgb((int)Math.Round((light.Color.R + finalColor.R) * 0.5f * normalAng * light.Intensity),
                                                (int)Math.Round((light.Color.G + finalColor.G) * 0.5f * normalAng * light.Intensity),
                                                (int)Math.Round((light.Color.B + finalColor.B) * 0.5f * normalAng * light.Intensity));
                }
                else
                {
                    finalColor = Color.Black;
                }
            }

            return(finalColor);
        }
        public static double DiffuseAngle(Vector3 hitPoint, Vector3 normal, PotatoPointLight light)
        {
            Vector3 dir = Vector3.Normalize(light.Position - hitPoint);

            return(Vector3.Dot(dir, normal));
        }
示例#3
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        public static float DiffuseAngle(Vector3 hitPoint, Vector3 normal, PotatoPointLight light)
        {
            Vector3 dir = Vector3.Normalize(Vector3.Subtract(light.Position, hitPoint));

            return(Vector3.Dot(dir, normal));
        }