o->ob.opacity = p;
}
+void csg_metallic(csg_object *o, int m)
+{
+ o->ob.metallic = m;
+}
+
void csg_render_pixel(int x, int y, int width, int height, float aspect, float *color)
{
static void shade(float *col, struct ray *ray, struct hit *hit)
{
- float ndotl, len, falloff;
+ float ndotl, ndoth, len, falloff, spec;
csg_object *o, *lt = plights;
float dcol[3], scol[3] = {0};
- float ldir[3];
+ float ldir[3], lcol[3], hdir[3];
struct ray sray;
struct hit tmphit;
}
falloff = 1.0f / (len * len);
+ lcol[0] = lt->ob.emr * falloff;
+ lcol[1] = lt->ob.emg * falloff;
+ lcol[2] = lt->ob.emb * falloff;
+
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 * falloff;
- dcol[1] += o->ob.g * lt->ob.emg * ndotl * falloff;
- dcol[2] += o->ob.b * lt->ob.emb * ndotl * falloff;
+ dcol[0] += o->ob.r * lcol[0] * ndotl;
+ dcol[1] += o->ob.g * lcol[1] * ndotl;
+ dcol[2] += o->ob.b * lcol[2] * ndotl;
+
+ if(o->ob.roughness < 1.0f) {
+ float gloss = 1.0f - o->ob.roughness;
+
+ hdir[0] = ldir[0] - ray->dx;
+ hdir[1] = ldir[1] - ray->dy;
+ hdir[2] = ldir[2] - ray->dz;
+ if((len = sqrt(hdir[0] * hdir[0] + hdir[1] * hdir[1] + hdir[2] * hdir[2])) != 0.0f) {
+ float s = 1.0f / len;
+ hdir[0] *= s;
+ hdir[1] *= s;
+ hdir[2] *= s;
+ }
+
+ if((ndoth = hit->nx * hdir[0] + hit->ny * hdir[1] + hit->nz * hdir[2]) < 0.0f) {
+ ndoth = 0.0f;
+ }
+ spec = gloss * pow(ndoth, 100.0f * gloss);
+
+ if(o->ob.metallic) {
+ lcol[0] *= o->ob.r;
+ lcol[1] *= o->ob.g;
+ lcol[2] *= o->ob.b;
+ }
+ scol[0] += lcol[0] * spec;
+ scol[1] += lcol[1] * spec;
+ scol[2] += lcol[2] * spec;
+ }
}
lt = lt->ob.plt_next;