Add preliminary support for material emissivity.
Not yet sure it work as I intended.
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@@ -26,13 +26,14 @@ public:
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double shininess;
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double reflective;
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double transparency;
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double emissive;
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double refractiveIndex;
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Pattern *pattern;
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200),
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reflective(0.0), transparency(0.0), refractiveIndex(1.0), pattern(nullptr) {};
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reflective(0.0), transparency(0.0), emissive(0), refractiveIndex(1.0), pattern(nullptr) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow = false);
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@@ -40,6 +41,10 @@ public:
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double_equal(this->diffuse, b.diffuse) &&
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double_equal(this->specular, b.specular) &&
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double_equal(this->shininess, b.shininess) &&
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double_equal(this->reflective, b.reflective) &&
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double_equal(this->transparency, b.transparency) &&
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double_equal(this->emissive, b.emissive) &&
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double_equal(this->refractiveIndex, b.refractiveIndex) &&
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(this->colour == b.colour); };
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};
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@@ -25,6 +25,7 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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Tuple effectiveColour = pointColor * light.intensity;
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Tuple ambientColour = Colour(0, 0, 0);
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Tuple emissiveColour = Colour(0, 0, 0);
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Tuple diffuseColour = Colour(0, 0, 0);
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Tuple specularColour = Colour(0, 0, 0);
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Tuple finalColour = Colour(0, 0, 0);
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@@ -33,6 +34,8 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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ambientColour = effectiveColour * this->ambient;
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emissiveColour = pointColor * this->emissive;
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if (!inShadow)
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{
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lightDotNormal = lightVector.dot(normalVector);
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@@ -60,7 +63,7 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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}
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}
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}
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finalColour = ambientColour + diffuseColour + specularColour;
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finalColour = emissiveColour + ambientColour + diffuseColour + specularColour;
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return Colour(finalColour.x, finalColour.y, finalColour.z);
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}
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