#include "light/light.h" #include "scene/scene.h" #include "shader/phongshader.h" PhongShader::PhongShader(Color const &diffuseColor, float diffuseCoefficient, Color const &specularColor, float specularCoefficient, float shininessExponent) : diffuseColor(diffuseColor), diffuseCoefficient(diffuseCoefficient), specularColor(specularColor), specularCoefficient(specularCoefficient), shininessExponent(shininessExponent) {} Color PhongShader::shade(Scene const &scene, Ray const &ray) const { Color fragmentColor; for (auto &light: scene.lights()) { auto illum = light->illuminate(scene, ray); Vector3d reflection = illum.direction - 2 * dotProduct(illum.direction, ray.normal) * ray.normal; Color diffuse = diffuseCoefficient * dotProduct(illum.direction, -ray.normal) * diffuseColor; Color specular = specularCoefficient * specularColor * std::pow(dotProduct(ray.direction, -reflection), shininessExponent); fragmentColor += illum.color * diffuse + illum.color * specular; } return fragmentColor; }