Subtract working, but reflected normals being returned... and where did my plane and cyl go?
git-svn-id: svn://anubis/fart/trunk@159 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -28,7 +28,7 @@ Color Lighting::computePhong(const refptr<Material> material,
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directionToLight.reflect(surfaceNormal);
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/* calculate the diffuse term */
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double diffuse_coef = directionToLight % surfaceNormal;
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double diffuse_coef = fabs(directionToLight % surfaceNormal);
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if (diffuse_coef > 0.0)
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{
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result += diffuseColor
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@ -45,6 +45,29 @@ void Scene::load(const char * filename)
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m_transform.rotate(-20, 0, 1, 0);
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m_transform.translate(2, 2, 1);
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m = new Material();
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m->setDiffuseColor(Color::magenta);
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m->setAmbientColor(Color::magenta);
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m_transform.translate(2.5, 1, -1.5);
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shape1 = new Box(new Vector(1, 1, 1));
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shape1->setMaterial(m);
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shape1->setTransform(m_transform);
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m = new Material();
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m->setDiffuseColor(Color::yellow);
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m->setAmbientColor(Color::yellow);
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shape2 = new Sphere(0.6);
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m_transform.translate(-0.5, -0.5, 0.5);
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shape2->setTransform(m_transform);
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shape2->setMaterial(m);
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shape = new Subtract(shape1, shape2);
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m_shapes.push_back(shape);
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m_transform.translate(-2.0, 0.5, 1.0);
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m = new Material();
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m->setDiffuseColor(Color::blue);
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m->setAmbientColor(Color::blue);
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@ -180,10 +180,10 @@ vector<Scene::ShapeDistance> Scene::getRayHits(const Ray & ray)
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refptr<Shape> shape = intersections[i].shape;
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const Vector & isect_point = intersections[i].vector;
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Vector normal = shape->getNormalAt(isect_point);
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double dot = normal % ray.getDirection();
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// double dot = normal % ray.getDirection();
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double intersect_dist = (isect_point - ray.getOrigin()).mag();
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if (dot < 0.0) /* cull back faces */
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{
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// if (dot < 0.0) /* cull back faces */
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// {
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double transparency = (*it)->getTransparency();
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if (transparency == 0.0 &&
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(minSolidDist == 0.0 || minSolidDist > intersect_dist))
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@ -194,7 +194,7 @@ vector<Scene::ShapeDistance> Scene::getRayHits(const Ray & ray)
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{
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hits.push_back(ShapeDistance(shape, intersect_dist));
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}
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}
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// }
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}
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}
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@ -26,33 +26,23 @@ Shape::IntersectionList Subtract::intersect(refptr<Shape> _this, const Ray & ray
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double dot = - (ray.getDirection() % normal);
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bool front = dot > 0.0;
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bool left = merged[i].left;
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if (front)
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{
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if (left)
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in1 = true;
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in1 = front;
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else
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in2 = true;
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in2 = front;
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if (!in_bool && in1 && !in2)
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{
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/* we found an intersection point with the boolean object */
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in_bool = true;
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res.add( merged[i].intersection );
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}
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}
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else
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{
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if (left)
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in1 = false;
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else
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in2 = false;
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if (in_bool && !(in1 && !in2))
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else if (in_bool && !(in1 && !in2))
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{
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/* we found an intersection point with the boolean object */
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res.add( merged[i].intersection );
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in_bool = false;
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}
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}
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}
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return res;
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}
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