Added some proper test scenes for chapter 11.

This commit is contained in:
Godzil
2020-02-22 00:50:55 +00:00
parent 3db0aaaeac
commit e45dbad59e
8 changed files with 244 additions and 86 deletions

View File

@@ -55,7 +55,7 @@ Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
return Ray(origin, direction);
}
Canvas Camera::render(World world)
Canvas Camera::render(World world, uint32_t depth)
{
uint32_t x, y;
Canvas image = Canvas(this->horizontalSize, this->verticalSize);
@@ -65,7 +65,7 @@ Canvas Camera::render(World world)
for(x = 0; x < this->horizontalSize; x++)
{
Ray r = this->rayForPixel(x, y);
Tuple colour = world.colourAt(r);
Tuple colour = world.colourAt(r, depth);
image.putPixel(x, y, colour);
}
}

View File

@@ -32,7 +32,7 @@ public:
Camera(uint32_t hsize, uint32_t vsize, double fov);
void setTransform(Matrix transform);
Ray rayForPixel(uint32_t pixelX, uint32_t pixelY);
Canvas render(World w);
Canvas render(World w, uint32_t depth = 5);
};
#endif /* DORAYME_CAMERA_H */

View File

@@ -47,7 +47,7 @@ public:
bool isShadowed(Tuple point);
Colour reflectColour(Computation comps, uint32_t depthCount = 4);
Colour refractedColour(Computation comps, uint32_t depthCount = 0);
Colour refractedColour(Computation comps, uint32_t depthCount = 4);
Intersect intersect(Ray r);

View File

@@ -175,6 +175,5 @@ Colour World::refractedColour(Computation comps, uint32_t depthCount)
Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.object->material.transparency;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}