Scene reader reads figures now.
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@@ -9,7 +9,7 @@ using namespace glm;
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WhittedTracer::~WhittedTracer() { }
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vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Light *> & v_lights, Environment * e, unsigned int rec_level) const {
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vec3 WhittedTracer::trace_ray(Ray & r, Scene * s, unsigned int rec_level) const {
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float t, _t;
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Figure * _f;
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vec3 n, color, i_pos, ref, dir_diff_color, dir_spec_color;
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@@ -21,10 +21,10 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
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_f = NULL;
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// Find the closest intersecting surface.
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for (size_t f = 0; f < v_figures.size(); f++) {
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if (v_figures[f]->intersect(r, _t) && _t < t) {
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for (size_t f = 0; f < s->m_figures.size(); f++) {
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if (s->m_figures[f]->intersect(r, _t) && _t < t) {
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t = _t;
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_f = v_figures[f];
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_f = s->m_figures[f];
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}
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}
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@@ -37,22 +37,22 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
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// Check if the material is not reflective/refractive.
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if (!_f->m_mat->m_refract) {
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// Calculate the direct lighting.
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for (size_t l = 0; l < v_lights.size(); l++) {
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for (size_t l = 0; l < s->m_lights.size(); l++) {
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// For every light source
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vis = true;
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// Cast a shadow ray to determine visibility.
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sr = Ray(v_lights[l]->direction(i_pos), i_pos + n * BIAS);
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for (size_t f = 0; f < v_figures.size(); f++) {
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if (v_figures[f]->intersect(sr, _t) && _t < v_lights[l]->distance(i_pos)) {
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sr = Ray(s->m_lights[l]->direction(i_pos), i_pos + n * BIAS);
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for (size_t f = 0; f < s->m_figures.size(); f++) {
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if (s->m_figures[f]->intersect(sr, _t) && _t < s->m_lights[l]->distance(i_pos)) {
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vis = false;
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break;
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}
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}
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// Evaluate the shading model accounting for visibility.
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dir_diff_color += vis ? v_lights[l]->diffuse(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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dir_spec_color += vis ? v_lights[l]->specular(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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dir_diff_color += vis ? s->m_lights[l]->diffuse(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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dir_spec_color += vis ? s->m_lights[l]->specular(n, r, i_pos, *_f->m_mat) : vec3(0.0f);
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}
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color += (dir_diff_color * (_f->m_mat->m_diffuse / pi<float>())) + (_f->m_mat->m_specular * dir_spec_color);
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@@ -60,7 +60,7 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
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// Determine the specular reflection color.
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if (_f->m_mat->m_rho > 0.0f && rec_level < m_max_depth) {
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rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
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color += _f->m_mat->m_rho * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
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color += _f->m_mat->m_rho * trace_ray(rr, s, rec_level + 1);
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} else if (_f->m_mat->m_rho > 0.0f && rec_level >= m_max_depth)
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return vec3(0.0f);
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@@ -71,14 +71,14 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
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// Determine the specular reflection color.
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if (kr > 0.0f && rec_level < m_max_depth) {
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rr = Ray(normalize(reflect(r.m_direction, n)), i_pos + n * BIAS);
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color += kr * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
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color += kr * trace_ray(rr, s, rec_level + 1);
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} else if (rec_level >= m_max_depth)
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return vec3(0.0f);
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// Determine the transmission color.
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if (_f->m_mat->m_refract && kr < 1.0f && rec_level < m_max_depth) {
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rr = Ray(normalize(refract(r.m_direction, n, r.m_ref_index / _f->m_mat->m_ref_index)), i_pos - n * BIAS, _f->m_mat->m_ref_index);
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color += (1.0f - kr) * trace_ray(rr, v_figures, v_lights, e, rec_level + 1);
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color += (1.0f - kr) * trace_ray(rr, s, rec_level + 1);
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} else if (rec_level >= m_max_depth)
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return vec3(0.0f);
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@@ -87,10 +87,6 @@ vec3 WhittedTracer::trace_ray(Ray & r, vector<Figure *> & v_figures, vector<Ligh
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// Return final color.
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return _f->m_mat->m_emission + color;
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} else {
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if (e != NULL)
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return e->get_color(r);
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else
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return vec3(0.0f);
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}
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} else
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return s->m_env->get_color(r);
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}
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