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- /*****************************************************************************
- *
- * lighting.c
- *
- * from DKBTrace (c) 1990 David Buck
- *
- * This module calculates lighting properties like ambient, diffuse, specular,
- * reflection, refraction, etc.
- *
- *
- * This software is freely distributable. The source and/or object code may be
- * copied or uploaded to communications services so long as this notice remains
- * at the top of each file. If any changes are made to the program, you must
- * clearly indicate in the documentation and in the programs startup message
- * who it was who made the changes. The documentation should also describe what
- * those changes were. This software may not be included in whole or in
- * part into any commercial package without the express written consent of the
- * author. It may, however, be included in other public domain or freely
- * distributed software so long as the proper credit for the software is given.
- *
- * This software is provided as is without any guarantees or warranty. Although
- * the author has attempted to find and correct any bugs in the software, he
- * is not responsible for any damage caused by the use of the software. The
- * author is under no obligation to provide service, corrections, or upgrades
- * to this package.
- *
- * Despite all the legal stuff above, if you do find bugs, I would like to hear
- * about them. Also, if you have any comments or questions, you may contact me
- * at the following address:
- *
- * David Buck
- * 22C Sonnet Cres.
- * Nepean Ontario
- * Canada, K2H 8W7
- *
- * I can also be reached on the following bulleton boards:
- *
- * OMX (613) 731-3419
- * Mystic (613) 596-4249 or (613) 596-4772
- *
- * Fidonet: 1:163/109.9
- * Internet: dbuck@ccs.carleton.ca
- * The "You Can Call Me RAY" BBS (708) 358-5611
- *
- * IBM Port by Aaron A. Collins. Aaron may be reached on the following BBS'es:
- *
- * The "You Can Call Me RAY" BBS (708) 358-5611
- * The Information Exchange BBS (708) 945-5575
- *
- *****************************************************************************/
-
-
- #include "frame.h"
- #include "vector.h"
- #include "dkbproto.h"
-
- extern int Trace_Level;
- extern FRAME Frame;
- extern unsigned long Options;
- extern int Quality;
- extern long Shadow_Ray_Tests, Shadow_Rays_Succeeded;
- extern long Reflected_Rays_Traced, Refracted_Rays_Traced;
- extern long Transmitted_Rays_Traced;
-
- #define COORDINATE_LIMIT 1.0e17
-
- void Colour_At (Colour, Texture, Intersection_Point)
- COLOUR *Colour;
- TEXTURE *Texture;
- VECTOR *Intersection_Point;
- {
- register DBL x, y, z;
- VECTOR Transformed_Point;
-
-
- if ((Intersection_Point->x > COORDINATE_LIMIT) ||
- (Intersection_Point->y > COORDINATE_LIMIT) ||
- (Intersection_Point->z > COORDINATE_LIMIT) ||
- (Intersection_Point->x < -COORDINATE_LIMIT) ||
- (Intersection_Point->y < -COORDINATE_LIMIT) ||
- (Intersection_Point->z < -COORDINATE_LIMIT))
- {
- Make_Vector (&Transformed_Point, 0.0, 0.0, 0.0);
- }
- else
- if (Texture->Texture_Transformation) {
- MInverseTransformVector (&Transformed_Point,
- Intersection_Point,
- Texture->Texture_Transformation);
- }
- else {
- Transformed_Point = *Intersection_Point;
- }
-
- x = Transformed_Point.x;
- y = Transformed_Point.y;
- z = Transformed_Point.z;
-
- switch (Texture->Texture_Number) {
- case NO_TEXTURE:
- /* No colouring texture has been specified - make it black. */
- Make_Colour (Colour, 0.0, 0.0, 0.0);
- Colour -> Alpha = 0.0;
- break;
-
- case COLOUR_TEXTURE:
- Colour -> Red += Texture->Colour1->Red;
- Colour -> Green += Texture->Colour1->Green;
- Colour -> Blue += Texture->Colour1->Blue;
- Colour -> Alpha += Texture->Colour1->Alpha;
- break;
-
- case BOZO_TEXTURE:
- Bozo (x, y, z, Texture, Colour);
- break;
-
- case MARBLE_TEXTURE:
- marble (x, y, z, Texture, Colour);
- break;
-
- case WOOD_TEXTURE:
- wood (x, y, z, Texture, Colour);
- break;
-
- case CHECKER_TEXTURE:
- checker (x, y, z, Texture, Colour);
- break;
-
- case CHECKER_TEXTURE_TEXTURE:
- checker_texture (x, y, z, Texture, Colour);
- break;
-
- case SPOTTED_TEXTURE:
- spotted (x, y, z, Texture, Colour);
- break;
-
- case AGATE_TEXTURE:
- agate (x, y, z, Texture, Colour);
- break;
-
- case GRANITE_TEXTURE:
- granite (x, y, z, Texture, Colour);
- break;
-
- case GRADIENT_TEXTURE:
- gradient (x, y, z, Texture, Colour);
- break;
-
- case IMAGEMAP_TEXTURE:
- texture_map (x, y, z, Texture, Colour);
- break;
- }
- }
-
-
- void Perturb_Normal(New_Normal, Texture, Intersection_Point, Surface_Normal)
- VECTOR *New_Normal, *Intersection_Point, *Surface_Normal;
- TEXTURE *Texture;
- {
- VECTOR Transformed_Point;
- register DBL x, y, z;
-
- if (Texture->Bump_Number == NO_BUMPS) {
- *New_Normal = *Surface_Normal;
- return;
- }
-
- if (Texture->Texture_Transformation)
- MInverseTransformVector (&Transformed_Point,
- Intersection_Point,
- Texture->Texture_Transformation);
- else
- Transformed_Point = *Intersection_Point;
-
- x = Transformed_Point.x;
- y = Transformed_Point.y;
- z = Transformed_Point.z;
-
- switch (Texture->Bump_Number) {
- case NO_BUMPS: break;
-
- case WAVES: waves (x, y, z, Texture, New_Normal);
- break;
-
- case RIPPLES: ripples (x, y, z, Texture, New_Normal);
- break;
-
- case WRINKLES: wrinkles (x, y, z, Texture, New_Normal);
- break;
-
- case BUMPS: bumps (x, y, z, Texture, New_Normal);
- break;
-
- case DENTS: dents (x, y, z, Texture, New_Normal);
- break;
- }
- return;
- }
-
- void Ambient (Texture, Intersection_Point, Surface_Colour, Colour)
- TEXTURE *Texture;
- VECTOR *Intersection_Point;
- COLOUR *Surface_Colour;
- COLOUR *Colour;
- {
- if (Texture -> Object_Ambient == 0.0)
- return;
-
- Colour->Red += Surface_Colour->Red * Texture->Object_Ambient;
- Colour->Green += Surface_Colour->Green * Texture->Object_Ambient;
- Colour->Blue += Surface_Colour->Blue * Texture->Object_Ambient;
- return;
- }
-
-
- void Diffuse (Texture, Intersection_Point, Eye, Surface_Normal, Surface_Colour, Colour)
- TEXTURE *Texture;
- VECTOR *Intersection_Point, *Surface_Normal;
- COLOUR *Surface_Colour;
- COLOUR *Colour;
- RAY *Eye;
- {
- DBL Light_Source_Depth;
- RAY Light_Source_Ray;
- OBJECT *Light_Source, *Blocking_Object;
- int Intersection_Found;
- INTERSECTION *Local_Intersection;
- VECTOR REye;
- COLOUR Light_Colour;
- PRIOQ *Local_Queue;
-
- if ((Texture -> Object_Diffuse == 0.0) &&
- (Texture -> Object_Specular == 0.0) &&
- (Texture -> Object_Phong == 0.0))
- return;
-
- if (Texture -> Object_Specular != 0.0)
- {
- REye.x = -Eye->Direction.x;
- REye.y = -Eye->Direction.y;
- REye.z = -Eye->Direction.z;
- }
-
- Local_Queue = pq_new (128);
-
- for (Light_Source = Frame.Light_Sources ;
- Light_Source != NULL;
- Light_Source = Light_Source -> Next_Light_Source)
- {
- /* Get the light source colour. */
- if (Light_Source->Object_Colour == NULL) {
- Make_Colour (&Light_Colour, 1.0, 1.0, 1.0);
- }
- else
- Light_Colour = *Light_Source->Object_Colour;
-
- Intersection_Found = FALSE;
-
- do_light(Light_Source, &Light_Source_Depth, &Light_Source_Ray, Intersection_Point);
-
- /* What objects does this ray intersect? */
- if (Quality > 3)
- for (Blocking_Object = Frame.Objects ;
- Blocking_Object != NULL ;
- Blocking_Object = Blocking_Object -> Next_Object) {
-
- Shadow_Ray_Tests++;
- if (Blocking_Object == Light_Source)
- continue;
-
- for (All_Intersections (Blocking_Object, &Light_Source_Ray, Local_Queue) ;
- (Local_Intersection = pq_get_highest(Local_Queue)) != NULL ;
- pq_delete_highest(Local_Queue)) {
-
- if ((Local_Intersection->Object != Light_Source)
- && (Local_Intersection -> Depth < Light_Source_Depth-Small_Tolerance)
- && (Local_Intersection -> Depth > Small_Tolerance))
- {
- Shadow_Rays_Succeeded++;
- do_blocking(Local_Intersection->Object, Local_Intersection, &Light_Colour);
-
-
- if ((Light_Colour.Red < 0.01)
- && (Light_Colour.Green < 0.01)
- && (Light_Colour.Blue < 0.01)) {
-
- while (pq_get_highest(Local_Queue))
- pq_delete_highest(Local_Queue);
- Intersection_Found = TRUE;
- break;
- }
- }
- }
- if (Intersection_Found)
- break;
- }
-
- if (!Intersection_Found) {
- if (Texture->Object_Phong >0.0) /*Phong Spec. Hilite*/
- do_phong(Texture,&Light_Source_Ray,Eye->Direction,Surface_Normal,Colour,&Light_Colour, Surface_Colour);
-
- if (Texture->Object_Specular >0.0) /*specular hilite*/
- do_specular(Texture,&Light_Source_Ray,REye,Surface_Normal,Colour,&Light_Colour, Surface_Colour);
-
- if (Texture->Object_Diffuse > 0.0) /*normal diffuse */
- do_diffuse(Texture,&Light_Source_Ray,Surface_Normal,Colour,&Light_Colour,Surface_Colour);
- }
- }
- pq_free (Local_Queue);
- return;
- }
-
- void do_light(Light_Source, Light_Source_Depth, Light_Source_Ray, Intersection_Point)
- OBJECT *Light_Source;
- DBL *Light_Source_Depth;
- RAY *Light_Source_Ray;
- VECTOR *Intersection_Point;
- {
- Light_Source_Ray->Initial = *Intersection_Point;
- Light_Source_Ray->Quadric_Constants_Cached = FALSE;
-
- VSub (Light_Source_Ray->Direction,
- Light_Source->Object_Center,
- *Intersection_Point);
-
- VLength (*Light_Source_Depth, Light_Source_Ray->Direction);
-
- VScale (Light_Source_Ray->Direction, Light_Source_Ray->Direction,
- 1.0/(*Light_Source_Depth));
- return;
- }
-
- void do_blocking(Blocking_Object, Local_Intersection, Light_Colour)
- OBJECT *Blocking_Object;
- INTERSECTION *Local_Intersection;
- COLOUR *Light_Colour;
- {
- Determine_Surface_Colour (Local_Intersection, Light_Colour, NULL, TRUE);
- return;
- }
-
- void do_phong(Texture, Light_Source_Ray, Eye, Surface_Normal, Colour, Light_Colour, Surface_Colour)
- TEXTURE *Texture;
- RAY *Light_Source_Ray;
- VECTOR *Surface_Normal, Eye;
- COLOUR *Colour, *Light_Colour, *Surface_Colour;
- {
- DBL Cos_Angle_Of_Incidence, Normal_Length, Intensity;
- VECTOR Local_Normal, Normal_Projection, Reflect_Direction;
-
- VDot(Cos_Angle_Of_Incidence, Eye, *Surface_Normal);
-
- if (Cos_Angle_Of_Incidence < 0.0)
- {
- Local_Normal = *Surface_Normal;
- Cos_Angle_Of_Incidence = -Cos_Angle_Of_Incidence;
- }
- else
- {
- VScale (Local_Normal, *Surface_Normal, -1.0);
- }
-
- VScale (Normal_Projection, Local_Normal, Cos_Angle_Of_Incidence);
- VScale (Normal_Projection, Normal_Projection, 2.0);
- VAdd (Reflect_Direction, Eye, Normal_Projection);
-
- VDot (Cos_Angle_Of_Incidence, Reflect_Direction, Light_Source_Ray->Direction);
- VLength (Normal_Length, Light_Source_Ray->Direction);
-
- if (Normal_Length == 0.0)
- Cos_Angle_Of_Incidence = 0.0;
- else Cos_Angle_Of_Incidence /= Normal_Length;
-
- if (Cos_Angle_Of_Incidence < 0.0)
- Cos_Angle_Of_Incidence = 0;
-
- if (Texture -> Object_PhongSize != 1.0)
- Intensity = pow(Cos_Angle_Of_Incidence, Texture->Object_PhongSize);
- else
- Intensity = Cos_Angle_Of_Incidence;
-
- Intensity *= Texture -> Object_Phong;
-
- if (Texture->Metallic_Flag) {
- Colour->Red+=Intensity*(Surface_Colour->Red);
- Colour->Green+=Intensity*(Surface_Colour->Green);
- Colour->Blue+=Intensity*(Surface_Colour->Blue);
- }
- else {
- Colour->Red+=Intensity*(Light_Colour->Red);
- Colour->Green+=Intensity*(Light_Colour->Green);
- Colour->Blue+=Intensity*(Light_Colour->Blue);
- }
- return;
- }
-
- void do_specular(Texture, Light_Source_Ray, REye, Surface_Normal, Colour, Light_Colour, Surface_Colour)
- TEXTURE *Texture;
- RAY *Light_Source_Ray;
- VECTOR *Surface_Normal, REye;
- COLOUR *Colour, *Light_Colour, *Surface_Colour;
- {
- DBL Cos_Angle_Of_Incidence, Normal_Length, Intensity, Halfway_Length, Roughness;
- VECTOR Halfway;
-
- VHalf (Halfway, REye, Light_Source_Ray->Direction);
- VLength (Normal_Length, *Surface_Normal);
- VLength (Halfway_Length, Halfway);
- VDot (Cos_Angle_Of_Incidence, Halfway, *Surface_Normal);
-
- if (Normal_Length == 0.0 || Halfway_Length == 0.0)
- Cos_Angle_Of_Incidence = 0.0;
- else Cos_Angle_Of_Incidence /= (Normal_Length * Halfway_Length);
-
- if (Cos_Angle_Of_Incidence < 0.0)
- Cos_Angle_Of_Incidence = 0.0;
-
- Roughness = 1.0 / Texture->Object_Roughness;
-
- if (Roughness != 1.0)
- Intensity = pow(Cos_Angle_Of_Incidence, Roughness);
- else
- Intensity = Cos_Angle_Of_Incidence;
-
- Intensity *= Texture->Object_Specular;
-
- if (Texture->Metallic_Flag) {
- Colour->Red+=Intensity*(Surface_Colour->Red);
- Colour->Green+=Intensity*(Surface_Colour->Green);
- Colour->Blue+=Intensity*(Surface_Colour->Blue);
- }
- else {
- Colour->Red+=Intensity*(Light_Colour->Red);
- Colour->Green+=Intensity*(Light_Colour->Green);
- Colour->Blue+=Intensity*(Light_Colour->Blue);
- }
- return;
- }
-
- void do_diffuse(Texture, Light_Source_Ray, Surface_Normal, Colour, Light_Colour, Surface_Colour)
- TEXTURE *Texture;
- RAY *Light_Source_Ray;
- VECTOR *Surface_Normal;
- COLOUR *Colour, *Light_Colour, *Surface_Colour;
- {
- DBL Cos_Angle_Of_Incidence, Intensity, RandomNumber;
-
- VDot (Cos_Angle_Of_Incidence, *Surface_Normal, Light_Source_Ray->Direction);
- if (Cos_Angle_Of_Incidence < 0.0)
- Cos_Angle_Of_Incidence = -Cos_Angle_Of_Incidence;
-
- if (Texture -> Object_Brilliance != 1.0)
- Intensity = pow(Cos_Angle_Of_Incidence, Texture->Object_Brilliance);
- else
- Intensity = Cos_Angle_Of_Incidence;
-
- Intensity *= Texture -> Object_Diffuse;
-
- RandomNumber = (rand()&0x7FFF)/(DBL) 0x7FFF;
-
- Intensity -= RandomNumber * Texture->Texture_Randomness;
- Colour->Red += Intensity * (Surface_Colour->Red) * (Light_Colour->Red);
- Colour->Green += Intensity * (Surface_Colour->Green) * (Light_Colour->Green);
- Colour->Blue += Intensity * (Surface_Colour->Blue) * (Light_Colour->Blue);
- return;
- }
-
- void Reflect (Texture, Intersection_Point, Ray, Surface_Normal, Colour)
- TEXTURE *Texture;
- VECTOR *Intersection_Point;
- RAY *Ray;
- VECTOR *Surface_Normal;
- COLOUR *Colour;
- {
- RAY New_Ray;
- COLOUR Temp_Colour;
- VECTOR Local_Normal;
- VECTOR Normal_Projection;
- register DBL Normal_Component;
-
- if (Texture -> Object_Reflection != 0.0)
- {
- Reflected_Rays_Traced++;
- VDot (Normal_Component, Ray -> Direction, *Surface_Normal);
- if (Normal_Component < 0.0) {
- Local_Normal = *Surface_Normal;
- Normal_Component *= -1.0;
- }
- else
- VScale (Local_Normal, *Surface_Normal, -1.0);
-
- VScale (Normal_Projection, Local_Normal, Normal_Component);
- VScale (Normal_Projection, Normal_Projection, 2.0);
- VAdd (New_Ray.Direction, Ray -> Direction, Normal_Projection);
- New_Ray.Initial = *Intersection_Point;
-
- Copy_Ray_Containers (&New_Ray, Ray);
- Trace_Level++;
- Make_Colour (&Temp_Colour, 0.0, 0.0, 0.0);
- New_Ray.Quadric_Constants_Cached = FALSE;
- Trace (&New_Ray, &Temp_Colour);
- Trace_Level--;
-
- (Colour -> Red) += (Temp_Colour.Red)
- * (Texture -> Object_Reflection);
- (Colour -> Green) += (Temp_Colour.Green)
- * (Texture -> Object_Reflection);
- (Colour -> Blue) += (Temp_Colour.Blue)
- * (Texture -> Object_Reflection);
- }
- }
-
- void Refract (Texture, Intersection_Point, Ray, Surface_Normal, Colour)
- TEXTURE *Texture;
- VECTOR *Intersection_Point;
- RAY *Ray;
- VECTOR *Surface_Normal;
- COLOUR *Colour;
- {
- RAY New_Ray;
- COLOUR Temp_Colour;
- VECTOR Local_Normal;
- VECTOR Normal_Projection;
- register DBL Normal_Component, Temp_IOR;
-
- if (Surface_Normal == NULL) {
- New_Ray.Initial = *Intersection_Point;
- New_Ray.Direction = Ray->Direction;
-
- Copy_Ray_Containers (&New_Ray, Ray);
- Trace_Level++;
- Transmitted_Rays_Traced++;
- Make_Colour (&Temp_Colour, 0.0, 0.0, 0.0);
- New_Ray.Quadric_Constants_Cached = FALSE;
- Trace (&New_Ray, &Temp_Colour);
- Trace_Level--;
- (Colour -> Red) += Temp_Colour.Red;
- (Colour -> Green) += Temp_Colour.Green;
- (Colour -> Blue) += Temp_Colour.Blue;
- }
- else {
- Refracted_Rays_Traced++;
- VDot (Normal_Component, Ray -> Direction, *Surface_Normal);
- if (Normal_Component >= 0.0)
- {
- VScale (Local_Normal, *Surface_Normal, -1.0);
- }
- else
- {
- Local_Normal.x = Surface_Normal -> x;
- Local_Normal.y = Surface_Normal -> y;
- Local_Normal.z = Surface_Normal -> z;
-
- Normal_Component *= -1.0;
- }
-
- VScale (Normal_Projection, Local_Normal, Normal_Component);
- VAdd (Normal_Projection, Normal_Projection, Ray -> Direction);
- Copy_Ray_Containers (&New_Ray, Ray);
-
- if (Ray -> Containing_Index == -1)
- {
- /* The ray is entering from the atmosphere */
- Ray_Enter (&New_Ray, Texture);
-
- VScale (Normal_Projection, Normal_Projection,
- (Frame.Atmosphere_IOR)/(Texture -> Object_Index_Of_Refraction));
- }
- else
- {
- /* The ray is currently inside an object */
- if (New_Ray.Containing_Textures [New_Ray.Containing_Index] == Texture)
- {
- /* The ray is leaving the current object */
- Ray_Exit (&New_Ray);
- if (New_Ray.Containing_Index == -1)
- /* The ray is leaving into the atmosphere */
- Temp_IOR = Frame.Atmosphere_IOR;
- else
- /* The ray is leaving into another object */
- Temp_IOR = New_Ray.Containing_IORs [New_Ray.Containing_Index];
-
- VScale (Normal_Projection, Normal_Projection,
- (Texture -> Object_Index_Of_Refraction) / Temp_IOR);
- }
- else
- {
- /* The ray is entering a new object */
- Temp_IOR = New_Ray.Containing_IORs [New_Ray.Containing_Index];
- Ray_Enter (&New_Ray, Texture);
-
- VScale (Normal_Projection, Normal_Projection,
- Temp_IOR/(Texture -> Object_Index_Of_Refraction));
-
- }
- }
-
- VScale (Local_Normal, Local_Normal, -1.0);
- VAdd (New_Ray.Direction, Local_Normal, Normal_Projection);
- VNormalize (New_Ray.Direction, New_Ray.Direction);
- New_Ray.Initial = *Intersection_Point;
- Trace_Level++;
- Make_Colour (&Temp_Colour, 0.0, 0.0, 0.0);
- New_Ray.Quadric_Constants_Cached = FALSE;
-
- Trace (&New_Ray, &Temp_Colour);
- Trace_Level--;
-
- (Colour -> Red) += (Temp_Colour.Red)
- * (Texture -> Object_Refraction);
- (Colour -> Green) += (Temp_Colour.Green)
- * (Texture -> Object_Refraction);
- (Colour -> Blue) += (Temp_Colour.Blue)
- * (Texture -> Object_Refraction);
- }
- }
-
- void Fog (Distance, Fog_Colour, Fog_Distance, Colour)
- DBL Distance, Fog_Distance;
- COLOUR *Fog_Colour, *Colour;
- {
- DBL Fog_Factor, Fog_Factor_Inverse;
-
- Fog_Factor = exp(-1.0 * Distance/Fog_Distance);
- Fog_Factor_Inverse = 1.0 - Fog_Factor;
- Colour->Red = Colour->Red*Fog_Factor + Fog_Colour->Red*Fog_Factor_Inverse;
- Colour->Green = Colour->Green*Fog_Factor + Fog_Colour->Green*Fog_Factor_Inverse;
- Colour->Blue = Colour->Blue*Fog_Factor + Fog_Colour->Blue*Fog_Factor_Inverse;
- }
-
-
-
- void Compute_Reflected_Colour (Ray, Texture, Ray_Intersection, Surface_Colour, Emitted_Colour)
- RAY *Ray;
- TEXTURE *Texture;
- INTERSECTION *Ray_Intersection;
- COLOUR *Surface_Colour;
- COLOUR *Emitted_Colour;
- {
- VECTOR Surface_Normal;
- DBL Normal_Direction;
-
- /* This variable keeps track of how much colour comes from the surface
- of the object and how much is transmited through. */
-
- Make_Colour (Emitted_Colour, 0.0, 0.0, 0.0);
-
- if (Texture == NULL)
- Texture = Ray_Intersection->Object->Object_Texture;
-
- if (Quality <= 1) {
- *Emitted_Colour = *Surface_Colour;
- Surface_Colour->Alpha = 0.0;
- return;
- }
-
- Normal (&Surface_Normal, (OBJECT *) Ray_Intersection -> Shape,
- &Ray_Intersection -> Point);
-
- if (Quality >= 8) {
- Perturb_Normal (&Surface_Normal, Texture,
- &Ray_Intersection->Point, &Surface_Normal);
- }
-
- /* If the surface normal points away, flip its direction. */
- VDot (Normal_Direction, Surface_Normal, Ray->Direction);
- if (Normal_Direction > 0.0) {
- VScale (Surface_Normal, Surface_Normal, -1.0);
- }
-
- Ambient (Texture, &Ray_Intersection -> Point,
- Surface_Colour, Emitted_Colour);
-
- Diffuse (Texture, &Ray_Intersection -> Point, Ray,
- &Surface_Normal, Surface_Colour, Emitted_Colour);
-
- if (Quality >= 8)
- Reflect (Texture, &Ray_Intersection -> Point, Ray,
- &Surface_Normal, Emitted_Colour);
- }
-
- void Determine_Surface_Colour (Ray_Intersection, Colour, Ray, Shadow_Ray)
- INTERSECTION *Ray_Intersection;
- COLOUR *Colour;
- RAY *Ray;
- int Shadow_Ray;
- {
- COLOUR Emitted_Colour, Surface_Colour, Refracted_Colour, Filter_Colour;
- TEXTURE *Temp_Texture, *Texture;
- VECTOR Surface_Normal;
- DBL Normal_Direction, S_Alpha;
- int surface;
-
- if (!Shadow_Ray)
- Make_Colour (Colour, 0.0, 0.0, 0.0);
-
- if (Options & DEBUGGING)
- if (Ray_Intersection->Shape->Shape_Colour)
- PRINT ("Depth: %f Object %d Colour %f %f %f ", Ray_Intersection->Depth, Ray_Intersection->Shape->Type, Ray_Intersection->Shape->Shape_Colour->Red, Ray_Intersection->Shape->Shape_Colour->Green, Ray_Intersection->Shape->Shape_Colour->Blue);
- else
- PRINT ("Depth: %f Object %d Colour NIL ", Ray_Intersection->Depth, Ray_Intersection->Shape->Type);
-
-
- Make_Colour (&Surface_Colour, 0.0, 0.0, 0.0);
-
- /* Is there a texture in the shape? If not, use the one in the object. */
- if ((Texture = Ray_Intersection->Shape->Shape_Texture) == NULL) {
- Texture = Ray_Intersection->Object->Object_Texture;
- }
-
- /* If this is just a shadow ray and we're rendering low quality, then return */
-
- if (Shadow_Ray && (Quality <= 5))
- return;
-
- Make_Colour (&Filter_Colour, 1.0, 1.0, 1.0);
- Filter_Colour.Alpha = 1.0;
-
- /* Now, we perform the lighting calculations. */
- for ( surface = 1 , Temp_Texture = Texture;
- (Temp_Texture != NULL) && (Filter_Colour.Alpha > 0.01) ;
- surface++, Temp_Texture = Temp_Texture->Next_Texture) {
-
- Make_Colour (&Surface_Colour, 0.0, 0.0, 0.0);
- if (Quality <= 5) {
- if (Ray_Intersection->Shape->Shape_Colour != NULL)
- Surface_Colour = *Ray_Intersection->Shape->Shape_Colour;
- else if (Ray_Intersection->Object->Object_Colour != NULL)
- Surface_Colour = *Ray_Intersection->Object->Object_Colour;
- else {
- Make_Colour (&Surface_Colour, 0.5, 0.5, 0.5);
- }
- }
- else
- Colour_At (&Surface_Colour,
- Temp_Texture,
- &Ray_Intersection -> Point);
-
- /* We don't need to compute the lighting characteristics for shadow rays. */
- if (!Shadow_Ray) {
- Compute_Reflected_Colour (Ray,
- Temp_Texture,
- Ray_Intersection,
- &Surface_Colour,
- &Emitted_Colour);
-
- S_Alpha = 1.0 - Surface_Colour.Alpha;
-
- Colour->Red += Emitted_Colour.Red *
- Filter_Colour.Alpha * S_Alpha;
- Colour->Green += Emitted_Colour.Green *
- Filter_Colour.Alpha * S_Alpha;
- Colour->Blue += Emitted_Colour.Blue *
- Filter_Colour.Alpha * S_Alpha;
- }
-
- if (Options & DEBUGGING) {
- PRINT ("Surface %d\n", surface);
- PRINT (" Emit: %6.4f %6.4f %6.4f %6.4f", Emitted_Colour.Red, Emitted_Colour.Green, Emitted_Colour.Blue, Emitted_Colour.Alpha);
- PRINT (" Surf: %6.4f %6.4f %6.4f %6.4f\n", Surface_Colour.Red, Surface_Colour.Green, Surface_Colour.Blue, Surface_Colour.Alpha);
- PRINT (" Filter_Colour: %6.4f %6.4f %6.4f %6.4f", Filter_Colour.Red, Filter_Colour.Green, Filter_Colour.Blue, Filter_Colour.Alpha);
- PRINT (" Final Colour: %6.4f %6.4f %6.4f %6.4f\n", Colour->Red, Colour->Green, Colour->Blue, Colour->Alpha);
- }
-
- Filter_Colour.Red *= Surface_Colour.Red;
- Filter_Colour.Green *= Surface_Colour.Green;
- Filter_Colour.Blue *= Surface_Colour.Blue;
-
- Filter_Colour.Alpha *= Surface_Colour.Alpha;
- }
-
- /* For shadow rays, we have the filter colour now - time to return */
- if (Shadow_Ray) {
-
- if (Filter_Colour.Alpha < 0.01) {
- Make_Colour (Colour, 0.0, 0.0, 0.0);
- return;
- }
-
- if (Texture->Object_Refraction > 0.0) {
- Colour->Red *= Filter_Colour.Red * Texture->Object_Refraction * Filter_Colour.Alpha;
- Colour->Green *= Filter_Colour.Green * Texture->Object_Refraction * Filter_Colour.Alpha;
- Colour->Blue *= Filter_Colour.Blue * Texture->Object_Refraction * Filter_Colour.Alpha;
- }
- else {
- Colour->Red *= Filter_Colour.Red * Filter_Colour.Alpha;
- Colour->Green *= Filter_Colour.Green * Filter_Colour.Alpha;
- Colour->Blue *= Filter_Colour.Blue * Filter_Colour.Alpha;
- }
- return;
- }
-
- if ((Filter_Colour.Alpha > 0.01) && (Quality > 5)) {
- Make_Colour (&Refracted_Colour, 0.0, 0.0, 0.0);
-
- if (Texture->Object_Refraction > 0.0) {
- Normal (&Surface_Normal, (OBJECT *) Ray_Intersection -> Shape,
- &Ray_Intersection -> Point);
-
- if (Quality > 7) {
- Perturb_Normal (&Surface_Normal, Texture,
- &Ray_Intersection->Point, &Surface_Normal);
- }
-
- /* If the surface normal points away, flip its direction. */
- VDot (Normal_Direction, Surface_Normal, Ray->Direction);
- if (Normal_Direction > 0.0) {
- VScale (Surface_Normal, Surface_Normal, -1.0);
- }
-
- Refract (Texture, &Ray_Intersection -> Point, Ray,
- &Surface_Normal, &Refracted_Colour);
- }
- else
- Refract (Texture, &Ray_Intersection->Point, Ray,
- NULL, &Refracted_Colour);
-
- Colour->Red += Filter_Colour.Red * Refracted_Colour.Red * Filter_Colour.Alpha;
- Colour->Green += Filter_Colour.Green * Refracted_Colour.Green * Filter_Colour.Alpha;
- Colour->Blue += Filter_Colour.Blue * Refracted_Colour.Blue * Filter_Colour.Alpha;
- }
-
- if (Frame.Fog_Distance != 0.0) {
- Fog (Ray_Intersection->Depth, &Frame.Fog_Colour, Frame.Fog_Distance,
- Colour);
- }
- }
-