fixed bug in QuadraticSolver, cheap lighting working

git-svn-id: svn://anubis/fart/trunk@45 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop committed 2009-01-23 23:56:39 +00:00
1 parent 761925220b
commit d88f1ab5fd
5 files changed
+29 -20

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+9 -10
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@@ -125,23 +125,22 @@ void Scene::renderPixel(int x, int y, unsigned char * pixel)
{
/* transform the ray by the inverse of the shape's transform */
Transform inv = (*it)->getTransform().getInverse();
Ray transformed_ray = inv.transform_ray(ray);
Ray local_ray = inv.transform_ray(ray);
/* then intersect this inversely transformed ray with the shape */
Solver::Result intersections = (*it)->intersect(transformed_ray);
Solver::Result intersections = (*it)->intersect(local_ray);
if (intersections.numResults > 0)
{
Vector local_intersection_point =
transformed_ray[intersections.results[0]];
Vector normal = (*it)->getNormalAt(local_intersection_point);
double dot = -(normal % transformed_ray.getDirection());
cout << "got dot " << dot << endl;
Vector local_normal =
(*it)->getNormalAt(local_ray[intersections.results[0]]);
double dot = local_ray.getDirection() % local_normal;
dot = -dot;
if (dot < 0.0)
dot = 0.0;
pixel[BMP_RED] = (unsigned char) (0xFF * dot);
pixel[BMP_GREEN] = (unsigned char) (0xFF * dot);
pixel[BMP_BLUE] = (unsigned char) (0xFF * dot);
pixel[BMP_RED] = 0xFF * dot;
pixel[BMP_GREEN] = 0xFF * dot;
pixel[BMP_BLUE] = 0xFF * dot;
}
else
{