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