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dkb212sr.lzh
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lighting.c
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C/C++ Source or Header
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1991-04-30
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835 lines
/*****************************************************************************
*
* 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)
printf ("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
printf ("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) {
printf ("Surface %d\n", surface);
printf (" Emit: %6.4f %6.4f %6.4f %6.4f Surf: %6.4f %6.4f %6.4f %6.4f\n",
Emitted_Colour.Red, Emitted_Colour.Green, Emitted_Colour.Blue, Emitted_Colour.Alpha,
Surface_Colour.Red, Surface_Colour.Green, Surface_Colour.Blue, Surface_Colour.Alpha);
printf (" Filter_Colour: %6.4f %6.4f %6.4f %6.4f Final Colour: %6.4f %6.4f %6.4f %6.4f \n",
Filter_Colour.Red, Filter_Colour.Green, Filter_Colour.Blue, Filter_Colour.Alpha,
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);
}
}