Adding shadows!

This commit is contained in:
Godzil
2020-02-20 17:46:03 +00:00
parent 5198888df6
commit cf5597ad6d
11 changed files with 145 additions and 24 deletions

View File

@@ -10,7 +10,7 @@
#include <material.h>
#include <colour.h>
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector)
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow)
{
Tuple lightVector = (light.position - point).normalise();
Tuple reflectVector = Tuple(0, 0, 0, 0);
@@ -25,31 +25,33 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
ambientColour = effectiveColour * this->ambient;
lightDotNormal = lightVector.dot(normalVector);
if (lightDotNormal < 0)
if (!inShadow)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
lightDotNormal = lightVector.dot(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
if (lightDotNormal < 0)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
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);