added Color::operator*=(), added jitter computation to reflectance and transparency recursion, recursing now but there is still a jitter or recursion issue

git-svn-id: svn://anubis/fart/trunk@182 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop committed 2009-03-03 04:30:46 +00:00
1 parent 1f00625379
commit e233056880
9 files changed
+71 -22

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+42 -8
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@@ -139,10 +139,13 @@ void Scene::renderPixel(int x, int y, unsigned char * pixel)
Color Scene::traceRay(const Ray & ray)
{
return traceRayDepth(ray, m_max_depth);
return traceRayRecurse(ray, m_max_depth, 1.0);
}
Color Scene::traceRayDepth(const Ray & ray, int depth)
/**
* factor: the proportion of the final color that this computation is worth
*/
Color Scene::traceRayRecurse(const Ray & ray, int depth, double factor)
{
Color color;
@@ -154,13 +157,44 @@ Color Scene::traceRayDepth(const Ray & ray, int depth)
refptr<Material> material = hit.shape->getMaterial();
Vector surfacePoint = ray[hit.dist];
Vector surfaceNormal = hit.shape->getNormalAt(surfacePoint);
color += Lighting::computePhong(material,
m_lights,
ray,
surfacePoint,
hit.shape->getNormalAt(surfacePoint),
m_ambient_light);
color = Lighting::computePhong(material,
m_lights,
ray,
surfacePoint,
surfaceNormal,
m_ambient_light);
if (depth > 0 && factor > SCENE_FACTOR_THRESHOLD)
{
double reflectance = material->getReflectance();
if (factor * reflectance > SCENE_FACTOR_THRESHOLD)
{
color *= (1.0 - reflectance);
Vector reflected_direction =
(-ray.getDirection()).reflect(surfaceNormal);
Ray newRay(surfacePoint, reflected_direction);
Vector jitter_surface_point = newRay[0.001];
Ray jitterNewRay(jitter_surface_point, reflected_direction);
Color c = traceRayRecurse(jitterNewRay,
depth - 1,
factor * reflectance);
color += c * reflectance;
}
double transparency = material->getTransparency();
if (factor * transparency > SCENE_FACTOR_THRESHOLD)
{
color *= (1.0 - transparency);
Vector jitter_surface_point = ray[hit.dist + 0.001];
Ray newRay(jitter_surface_point, ray.getDirection());
Color c = traceRayRecurse(newRay,
depth - 1,
factor * transparency);
color += c * transparency;
}
}
}
return color;
+2 -3
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@@ -17,8 +17,7 @@
#include "parser/parser.h"
#include "parser/nodes.h"
#define SCENE_MAX_TRANSPARENT_HITS 8
#define SCENE_TRANSPARENCY_THRESHOLD 0.01
#define SCENE_FACTOR_THRESHOLD 0.02
class Scene
{
@@ -51,7 +50,7 @@ class Scene
/* private methods */
void renderPixel(int x, int y, unsigned char * pixel);
Color traceRay(const Ray & ray);
Color traceRayDepth(const Ray & ray, int depth);
Color traceRayRecurse(const Ray & ray, int depth, double factor);
ShapeDistance getRayClosestHit(const Ray & ray);
/* In Scene-load.cc */