示例#1
0
        private Vector3 CalcReflection(HitPoint hp, Vector3 OP, RenderSettings settings, int depth, float reflectionDecay)
        {
            if (!hp.IsHit())
            {
                return(_baseColor);
            }

            if (depth >= REFLECTION_LIMIT)
            {
                return(Vector3.Zero);
            }

            if (_spheres[hp.SphereIndex].ReflectionFactor <= 0.0f)
            {
                return(Vector3.Zero);
            }

            var position = hp.Position;
            var n        = Vector3.Normalize(position - _spheres[hp.SphereIndex].Center);
            var r        = Vector3.Reflect(hp.Direction, n);
            var H        = position + n * 0.01f;

            var hp2 = _spheres.GetHitPoint(r, H);

            if (!hp2.IsHit())
            {
                return(_baseColor);
            }

            return(_spheres[hp.SphereIndex].ReflectionFactor * reflectionDecay * CalcColor(hp2, settings) +
                   CalcReflection(hp2, H, settings, depth + 1, reflectionDecay * reflectionDecay));
        }
示例#2
0
        private Vector3 CalcColor(HitPoint hp, RenderSettings settings)
        {
            if (!hp.IsHit())
            {
                return(_baseColor);
            }

            var sphere   = _spheres[hp.SphereIndex];
            var position = hp.Position;
            var n        = Vector3.Normalize(position - sphere.Center);

            var colorDiffuse  = Vector3.Zero;
            var colorSpecular = Vector3.Zero;

            foreach (var light in _lights)
            {
                var l        = Vector3.Normalize(light.Position - position);
                var r        = 2 * Vector3.Dot(l, n) * n - l;
                var cosTheta = Vector3.Dot(n, l);

                if (cosTheta >= 0)
                {
                    // Diffuse lighting
                    if (settings.Diffuse)
                    {
                        Vector3 diff = light.Color * cosTheta * sphere.GetColor(n);
                        if (settings.Shadow)
                        {
                            diff *= CalcShadowFactor(position + n * 0.01f, light);
                        }
                        colorDiffuse += diff;
                    }

                    // Specular lighting
                    if (settings.Specular)
                    {
                        var alpha = Vector3.Dot(r, Vector3.Normalize(position - hp.Origin));
                        if (alpha < 0)
                        {
                            colorSpecular += light.Color * (float)Math.Abs(Math.Pow(alpha, K));
                        }
                    }
                }
            }

            return(sphere.Emission + colorDiffuse + colorSpecular);
        }