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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Material implementation
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <tuple.h>
- #include <material.h>
- #include <colour.h>
- #include <shape.h>
- Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow)
- {
- Colour pointColor = this->colour;
- if (this->pattern != nullptr)
- {
- pointColor = this->pattern->patternAtObject(hitObject, point);
- }
- Tuple lightVector = (light.position - point).normalise();
- Tuple reflectVector = Tuple(0, 0, 0, 0);
- Tuple effectiveColour = pointColor * light.intensity;
- Tuple ambientColour = Colour(0, 0, 0);
- Tuple diffuseColour = Colour(0, 0, 0);
- Tuple specularColour = Colour(0, 0, 0);
- Tuple finalColour = Colour(0, 0, 0);
- double lightDotNormal, reflectDotEye;
- ambientColour = effectiveColour * this->ambient;
- if (!inShadow)
- {
- lightDotNormal = lightVector.dot(normalVector);
- if (lightDotNormal < 0)
- {
- diffuseColour = Colour(0, 0, 0);
- specularColour = Colour(0, 0, 0);
- }
- else
- {
- diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
- reflectVector = -lightVector.reflect(normalVector);
- reflectDotEye = reflectVector.dot(eyeVector);
- if (reflectDotEye < 0)
- {
- specularColour = Colour(0, 0, 0);
- }
- else
- {
- double factor = pow(reflectDotEye, this->shininess);
- specularColour = light.intensity * this->specular * factor;
- }
- }
- }
- finalColour = ambientColour + diffuseColour + specularColour;
- return Colour(finalColour.x, finalColour.y, finalColour.z);
- }
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