oblist = 0;
plights = 0;
- csg_ambient(0.05, 0.05, 0.05);
+ csg_ambient(0, 0, 0);
csg_view(0, 0, 5, 0, 0, 0);
csg_fov(50);
o->plane.ny = ny;
o->plane.nz = nz;
o->plane.d = x * nx + y * ny + z * nz;
- return 0;
+ return o;
}
csg_object *csg_box(float x, float y, float z, float xsz, float ysz, float zsz)
static void shade(float *col, struct ray *ray, struct hit *hit)
{
- float ndotl, len;
+ float ndotl, len, falloff;
csg_object *o, *lt = plights;
float dcol[3], scol[3] = {0};
float ldir[3];
sray.dy = ldir[1];
sray.dz = ldir[2];
- if(!find_intersection(&sray, &tmphit) || tmphit.t < 1.0f) {
+ if(!find_intersection(&sray, &tmphit) || tmphit.t > 1.0f) {
if((len = sqrt(ldir[0] * ldir[0] + ldir[1] * ldir[1] + ldir[2] * ldir[2])) != 0.0f) {
float s = 1.0f / len;
ldir[0] *= s;
ldir[1] *= s;
ldir[2] *= s;
}
+ falloff = 1.0f / (len * len);
if((ndotl = hit->nx * ldir[0] + hit->ny * ldir[1] + hit->nz * ldir[2]) < 0.0f) {
ndotl = 0.0f;
}
- dcol[0] += o->ob.r * lt->ob.emr * ndotl;
- dcol[1] += o->ob.g * lt->ob.emg * ndotl;
- dcol[2] += o->ob.b * lt->ob.emb * ndotl;
+ dcol[0] += o->ob.r * lt->ob.emr * ndotl * falloff;
+ dcol[1] += o->ob.g * lt->ob.emg * ndotl * falloff;
+ dcol[2] += o->ob.b * lt->ob.emb * ndotl * falloff;
}
- lt = lt->ob.next;
+ lt = lt->ob.plt_next;
}
col[0] = dcol[0] + scol[0];
static int find_intersection(struct ray *ray, struct hit *best)
{
+ int idx = 0;
csg_object *o;
- struct hit *hit;
+ struct hinterv *hit, *it;
best->t = FLT_MAX;
best->o = 0;
o = oblist;
while(o) {
- if((hit = ray_intersect(ray, o)) && hit->t < best->t) {
- *best = *hit;
+ if((hit = ray_intersect(ray, o))) {
+ it = hit;
+ while(it) {
+ if(it->end[0].t > 1e-6) {
+ idx = 0;
+ break;
+ }
+ if(it->end[1].t > 1e-6) {
+ idx = 1;
+ break;
+ }
+ it = it->next;
+ }
+
+ if(it && it->end[idx].t < best->t) {
+ *best = it->end[idx];
+ }
}
free_hit_list(hit);
o = o->ob.next;