trying to get Phong shading model working, having very large color values come back though
git-svn-id: svn://anubis/fart/trunk@72 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@@ -23,14 +23,10 @@ class Light
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}
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const Color & getSpecularColor() const { return m_specular_color; }
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void setShininess(double shininess) { m_shininess = shininess; }
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double getShininess() const { return m_shininess; }
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protected:
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Vector m_position;
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Color m_diffuse_color;
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Color m_specular_color;
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double m_shininess;
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};
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#endif
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+22
-1
@@ -1,5 +1,6 @@
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#include "Lighting.h"
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#include <math.h> /* pow() */
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Color Lighting::computePhong(const Material & material,
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const std::vector<Light *> & lights,
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@@ -9,11 +10,31 @@ Color Lighting::computePhong(const Material & material,
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const Color & ambientLight)
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{
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Color result = ambientLight;
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Vector V = -viewRay.getDirection();
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Vector viewDirection = -viewRay.getDirection();
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double shininess = material.getShininess();
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const Color & diffuseColor = material.getDiffuseColor();
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const Color & specularColor = material.getSpecularColor();
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for (std::vector<Light *>::const_iterator it = lights.begin();
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it != lights.end();
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it++)
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{
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Vector directionToLight = (*it)->getPosition() - surfacePoint;
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directionToLight.normalize();
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Vector reflectedLightDirection =
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directionToLight.reflect(surfaceNormal);
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/* calculate the diffuse term */
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result += diffuseColor
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* (*it)->getDiffuseColor()
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* (directionToLight % surfaceNormal);
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/* calculate the specular term */
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result += specularColor
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* (*it)->getSpecularColor()
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* pow(reflectedLightDirection % viewDirection, shininess);
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}
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return result;
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}
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@@ -7,4 +7,5 @@ Material::Material()
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{
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m_diffuse_color = Color::white;
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m_specular_color = Color::white;
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m_shininess = 50;
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}
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@@ -24,9 +24,13 @@ class Material
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}
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const Color & getSpecularColor() const { return m_specular_color; }
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void setShininess(double shininess) { m_shininess = shininess; }
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double getShininess() const { return m_shininess; }
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protected:
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Color m_diffuse_color;
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Color m_specular_color;
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double m_shininess;
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};
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#endif
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+15
-1
@@ -12,6 +12,7 @@
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#include "util/Color.h"
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#include "shapes/Shape.h"
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#include "PointLight.h"
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#include "Lighting.h"
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using namespace std;
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Scene::Scene(const map<string, const char *> & options,
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@@ -150,6 +151,8 @@ void Scene::renderPixel(int x, int y, unsigned char * pixel)
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}
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/* take the average of all the samples as the final pixel value */
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if (finalColor.r > 1.0 || finalColor.g > 1.0 || finalColor.b > 1.0)
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cerr << "Error: " << finalColor << endl;
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pixel[BMP_RED] = (unsigned char)
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(0xFF * finalColor.r / m_multisample_level_squared);
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pixel[BMP_GREEN] = (unsigned char)
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@@ -169,7 +172,18 @@ Color Scene::traceRay(const Ray & ray)
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it++)
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{
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/* compute the Phong lighting for each hit */
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color = Color::white;
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const Material * material = it->first->getMaterial();
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if (material == NULL)
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material = &Material::white;
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Vector surfacePoint = ray[it->second];
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color = Lighting::computePhong(*material,
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m_lights,
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ray,
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surfacePoint,
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it->first->getNormalAt(surfacePoint),
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m_ambient_light);
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}
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return color;
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@@ -46,6 +46,7 @@ class Scene
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std::string m_output_file_name;
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bool m_verbose;
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double m_vfov;
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Color m_ambient_light;
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/* private data */
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std::vector<Shape *> m_shapes;
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