/* Copyright (c) 2005-2021 Intel Corporation Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ /* The original source for this example is Copyright (c) 1994-2008 John E. Stone All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. The name of the author may not be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * shade.cpp - This file contains the functions that perform surface shading. */ #include "machine.hpp" #include "types.hpp" #include "macros.hpp" #include "light.hpp" #include "intersect.hpp" #include "vector.hpp" #include "trace.hpp" #include "global.hpp" #include "shade.hpp" void reset_lights(void) { numlights = 0; } void add_light(point_light* li) { lightlist[numlights] = li; numlights++; } color shader(ray* incident) { color col, diffuse, phongcol; vector N, L, hit; ray shadowray; flt inten, t, Llen; object* obj; int numints, i; point_light* li; numints = closest_intersection(&t, &obj, incident->intstruct); /* find the number of intersections */ /* and return the closest one. */ if (numints < 1) { /* if there weren't any object intersections then return the */ /* background color for the pixel color. */ return incident->scene->background; } if (obj->tex->islight) { /* if the current object is a light, then we */ return obj->tex->col; /* will only use the objects ambient color */ } RAYPNT(hit, (*incident), t) /* find the point of intersection from t */ obj->methods->normal(obj, &hit, incident, &N); /* find the surface normal */ /* execute the object's texture function */ col = obj->tex->texfunc(&hit, obj->tex, incident); diffuse.r = 0.0; diffuse.g = 0.0; diffuse.b = 0.0; phongcol = diffuse; if ((obj->tex->diffuse > 0.0) || (obj->tex->phong > 0.0)) { for (i = 0; i < numlights; i++) { /* loop for light contributions */ li = lightlist[i]; /* set li=to the current light */ VSUB(li->ctr, hit, L) /* find the light vector */ /* calculate the distance to the light from the hit point */ Llen = sqrt(L.x * L.x + L.y * L.y + L.z * L.z) + EPSILON; L.x /= Llen; /* normalize the light direction vector */ L.y /= Llen; L.z /= Llen; VDOT(inten, N, L) /* light intensity */ /* add in diffuse lighting for this light if we're facing it */ if (inten > 0.0) { /* test for a shadow */ shadowray.intstruct = incident->intstruct; shadowray.flags = RT_RAY_SHADOW | RT_RAY_BOUNDED; incident->serial++; shadowray.serial = incident->serial; shadowray.mbox = incident->mbox; shadowray.o = hit; shadowray.d = L; shadowray.maxdist = Llen; shadowray.s = hit; shadowray.e = li->ctr; shadowray.scene = incident->scene; reset_intersection(incident->intstruct); intersect_objects(&shadowray); if (!shadow_intersection(incident->intstruct, Llen)) { /* XXX now that opacity is in the code, have to be more careful */ ColorAddS(&diffuse, &li->tex->col, inten); /* phong type specular highlights */ if (obj->tex->phong > 0.0) { flt phongval; phongval = shade_phong(incident, &hit, &N, &L, obj->tex->phongexp); if (obj->tex->phongtype) ColorAddS(&phongcol, &col, phongval); else ColorAddS(&phongcol, &(li->tex->col), phongval); } } } } } ColorScale(&diffuse, obj->tex->diffuse); col.r *= (diffuse.r + obj->tex->ambient); /* do a product of the */ col.g *= (diffuse.g + obj->tex->ambient); /* diffuse intensity with */ col.b *= (diffuse.b + obj->tex->ambient); /* object color + ambient */ if (obj->tex->phong > 0.0) { ColorAccum(&col, &phongcol); } /* spawn reflection rays if necessary */ /* note: this will overwrite the old intersection list */ if (obj->tex->specular > 0.0) { color specol; specol = shade_reflection(incident, &hit, &N, obj->tex->specular); ColorAccum(&col, &specol); } /* spawn transmission rays / refraction */ /* note: this will overwrite the old intersection list */ if (obj->tex->opacity < 1.0) { color transcol; transcol = shade_transmission(incident, &hit, 1.0 - obj->tex->opacity); ColorAccum(&col, &transcol); } return col; /* return the color of the shaded pixel... */ } color shade_reflection(ray* incident, vector* hit, vector* N, flt specular) { ray specray; color col; vector R; VAddS(-2.0 * (incident->d.x * N->x + incident->d.y * N->y + incident->d.z * N->z), N, &incident->d, &R); specray.intstruct = incident->intstruct; /* what thread are we */ specray.depth = incident->depth - 1; /* go up a level in recursion depth */ specray.flags = RT_RAY_REGULAR; /* infinite ray, to start with */ specray.serial = incident->serial + 1; /* next serial number */ specray.mbox = incident->mbox; specray.o = *hit; specray.d = R; /* reflect incident ray about normal */ specray.o = Raypnt(&specray, EPSILON); /* avoid numerical precision bugs */ specray.maxdist = FHUGE; /* take any intersection */ specray.scene = incident->scene; /* global scenedef info */ col = trace(&specray); /* trace specular reflection ray */ incident->serial = specray.serial; /* update the serial number */ ColorScale(&col, specular); return col; } color shade_transmission(ray* incident, vector* hit, flt trans) { ray transray; color col; transray.intstruct = incident->intstruct; /* what thread are we */ transray.depth = incident->depth - 1; /* go up a level in recursion depth */ transray.flags = RT_RAY_REGULAR; /* infinite ray, to start with */ transray.serial = incident->serial + 1; /* update serial number */ transray.mbox = incident->mbox; transray.o = *hit; transray.d = incident->d; /* ray continues along incident path */ transray.o = Raypnt(&transray, EPSILON); /* avoid numerical precision bugs */ transray.maxdist = FHUGE; /* take any intersection */ transray.scene = incident->scene; /* global scenedef info */ col = trace(&transray); /* trace transmission ray */ incident->serial = transray.serial; ColorScale(&col, trans); return col; } flt shade_phong(ray* incident, vector* hit, vector* N, vector* L, flt specpower) { vector H, V; flt inten; V = incident->d; VScale(&V, -1.0); VAdd(&V, L, &H); VScale(&H, 0.5); VNorm(&H); inten = VDot(N, &H); if (inten > 0.0) inten = pow(inten, specpower); else inten = 0.0; return inten; }