material.cpp 1.9 KB

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  1. /*
  2. * DoRayMe - a quick and dirty Raytracer
  3. * Material implementation
  4. *
  5. * Created by Manoël Trapier
  6. * Copyright (c) 2020 986-Studio.
  7. *
  8. */
  9. #include <tuple.h>
  10. #include <material.h>
  11. #include <colour.h>
  12. #include <shape.h>
  13. Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow)
  14. {
  15. Colour pointColor = this->colour;
  16. if (this->pattern != nullptr)
  17. {
  18. pointColor = this->pattern->patternAtObject(hitObject, point);
  19. }
  20. Tuple lightVector = (light.position - point).normalise();
  21. Tuple reflectVector = Tuple(0, 0, 0, 0);
  22. Tuple effectiveColour = pointColor * light.intensity;
  23. Tuple ambientColour = Colour(0, 0, 0);
  24. Tuple emissiveColour = Colour(0, 0, 0);
  25. Tuple diffuseColour = Colour(0, 0, 0);
  26. Tuple specularColour = Colour(0, 0, 0);
  27. Tuple finalColour = Colour(0, 0, 0);
  28. double lightDotNormal, reflectDotEye;
  29. ambientColour = effectiveColour * this->ambient;
  30. emissiveColour = pointColor * this->emissive;
  31. if (!inShadow)
  32. {
  33. lightDotNormal = lightVector.dot(normalVector);
  34. if (lightDotNormal < 0)
  35. {
  36. diffuseColour = Colour(0, 0, 0);
  37. specularColour = Colour(0, 0, 0);
  38. }
  39. else
  40. {
  41. diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
  42. reflectVector = -lightVector.reflect(normalVector);
  43. reflectDotEye = reflectVector.dot(eyeVector);
  44. if (reflectDotEye < 0)
  45. {
  46. specularColour = Colour(0, 0, 0);
  47. }
  48. else
  49. {
  50. double factor = pow(reflectDotEye, this->shininess);
  51. specularColour = light.intensity * this->specular * factor;
  52. }
  53. }
  54. }
  55. finalColour = emissiveColour + ambientColour + diffuseColour + specularColour;
  56. return Colour(finalColour.x, finalColour.y, finalColour.z);
  57. }