cloudy-raytracer/shader/phongshader.cpp
2022-12-06 14:28:05 +01:00

46 lines
1.9 KiB
C++

#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;
// Calculate the reflection vector
Vector3d const reflection = ray.direction - 2 * dotProduct(ray.normal, ray.direction) * ray.normal;
// Accumulate the light over all light sources
for (const auto &light : scene.lights()) {
Light::Illumination illum;
illum = light->illuminate(scene, ray);
// Diffuse term
Color const diffuse =
this->diffuseCoefficient * this->diffuseColor * std::max(dotProduct(-illum.direction, ray.normal), 0.0f);
fragmentColor += diffuse * illum.color;
// Specular term
float const cosine = dotProduct(-illum.direction, reflection);
if (cosine > 0) {
Color const specular = this->specularCoefficient * this->specularColor // highlight
* powf(cosine, this->shininessExponent); // shininess factor
fragmentColor += specular * illum.color;
}
}
for (auto &light: scene.lights()) {
auto illum = light->illuminate(scene, ray);
Vector3d reflection = 2 * dotProduct(illum.direction, ray.normal) * ray.normal - illum.direction;
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;
}