cloudy-raytracer/light/sunlight.cpp

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#include "sunlight.h"
SunLight::SunLight(Vector3d const &direction, float intensity, Color const &color) : Light(intensity, color),
direction(normalized(direction))
{}
Light::Illumination SunLight::illuminate(Scene const &scene, Ray const &ray) const
{
Vector3d const target = ray.origin + (ray.length - LGT_EPS) * ray.direction;
// Illumination object
Illumination illum;
illum.direction = this->direction;
illum.distance = INFINITY;
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// Define a secondary ray from the surfa ce point to the light source.
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Ray lightRay;
lightRay.origin = target;
lightRay.direction = -illum.direction;
lightRay.length = INFINITY;
// If the target is not in shadow...
if (!scene.findOcclusion(lightRay))
{
// Look at angleIntensity of light
float angleIntensity = 1;
// Only if normal is relevant, calculate angleIntensity
if (ray.normal != Vector3d(0, 0, 0))
angleIntensity = dotProduct(-ray.normal, this->direction); // 0 if light is behind surface, 1 if light is in front of surface
Color rayTransparency = scene.getTransparency(lightRay, INFINITY);
illum.color = this->color * this->intensity * angleIntensity * rayTransparency;
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}
return illum;
}