InVoxel() for all Primitives, including fix for Triangle::CalcBounds()
[MicroTrace.git] / ReflectiveEyeLightShader.cxx
index b681e47..59f9444 100644 (file)
@@ -23,20 +23,33 @@ ReflectiveEyeLightShader::ReflectiveEyeLightShader()
 Vec3f
 ReflectiveEyeLightShader::Shade(Ray& ray)
 {
 Vec3f
 ReflectiveEyeLightShader::Shade(Ray& ray)
 {
-  Vec3f eyeColor = EyeLightShader::Shade(ray);
-  Vec3f reflColor;
+  Vec3f N = ray.hit()->GetNormal(ray);
+  // turn normal to front
+  if(N.dot(ray.direction()) > 0)
+    N *= -1;
+  
+  float cos_phi = fabs(ray.direction().dot(N));
 
 
-  if(ray.recursionDepth() > 0) {
-    m_scene->Intersect(ray);
-    // intersection, - Epsilon to avoid numerical problems and getting the
-    // reflection on the object's inside ;-)
-    Vec3f i = ray.origin() + ray.direction() * (ray.t() - Epsilon);
-    Vec3f r = ray.direction();
-    Vec3f n = (ray.hit()->GetNormal(ray));
-
-    Ray sec(i, r + n * (2 * r.dot(n * -1)));
-    sec.setRecursionDepth(ray.recursionDepth() - 1);
-    reflColor = m_scene->RayTrace(sec);
-  }
-  return eyeColor + reflColor * m_reflectivity;
+  Vec3f color = m_color * cos_phi;
+  if(ray.recursionDepth() < RecursionDepth)
+    {
+      // generate reflected ray
+      // ray origin = hitpoint
+      Vec3f origin = ray.origin() + ray.direction()*ray.t();
+      Vec3f dir = ray.direction()-N*2*N.dot(ray.direction());
+      dir.normalize();
+      
+      // spawn new ray
+      Ray reflection_ray(origin, dir, ray.recursionDepth()+1);
+      reflection_ray.setT(Infinity);
+      
+      // trace reflection ray
+      Vec3f reflected_color = m_scene->RayTrace(reflection_ray);
+      color += reflected_color * m_reflectivity;
+    }
+  
+  color.clamp();
+  
+  return color;
 }
 }
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