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MetalMaterial.cc
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MetalMaterial.cc
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#include "Background.h"
#include "HitRecord.h"
#include "Light.h"
#include "Math.h"
#include "Point.h"
#include "Primitive.h"
#include "Ray.h"
#include "RenderContext.h"
#include "Scene.h"
#include "MetalMaterial.h"
#include "Vector.h"
#include <cfloat>
using namespace std;
MetalMaterial::MetalMaterial(Animation<float> color, Animation<int> exp)
:color(color), exp(exp)
{
}
MetalMaterial::~MetalMaterial()
{
}
void MetalMaterial::preprocess(int maxTime)
{
color.preprocess(maxTime);
exp.preprocess(maxTime);
}
void MetalMaterial::shade(Color& result, const RenderContext& context,
const Ray& ray, const HitRecord& hit, const Color& atten, int depth) const
{
double time = context.time();
const Scene* scene = context.getScene();
const vector<Light*>& lights = scene->getLights();
Point hitpos = ray.origin()+ray.direction()*hit.minT();
Vector normal;
hit.getPrimitive()->normal(normal, context, hitpos, ray, hit);
double costheta = Dot(normal, ray.direction());
if(costheta > 0) //this is if we are exiting the object or not
normal = -normal;
else
costheta = -costheta;
const Object* world = scene->getObject();
Color c(0.0, 0.0, 0.0);
Light*const* begin = &lights[0];
Light*const* end = &lights[0]+lights.size();
while(begin != end){
Color light_color;
Vector light_direction;
double dist = (*begin++)->getLight(light_color, light_direction, context, hitpos);
double cosphi = Dot(normal, light_direction);
if(cosphi > 0){
// Cast shadow rays...
HitRecord shadowhit(dist);
Ray shadowray(hitpos, light_direction);
world->intersect(shadowhit, context, shadowray);
if(!shadowhit.getPrimitive()) // No shadows...
{
Vector h = light_direction - ray.direction(); //halfway vector
h.normalize();
double s = pow( Dot(normal, h), exp(time)); //Specular fraction
c += light_color*s;
}
}
}
result = c*color(time);
if(depth < context.getScene()->getMaxRayDepth())
{
Vector rDir = ray.direction() + (2.*costheta) * normal;
Ray reflect_ray(hitpos, rDir);
Color rColor;
scene->traceRay(rColor, context, reflect_ray, atten, depth+1);
double fresnel_reflect = color(time) + (1 - color(time))*pow(1-costheta,5);
result += rColor*fresnel_reflect;
}
}