readded anti-aliasing
[MicroTrace.git] / ReflectiveEyeLightShader.cxx
index e7fa2ac..b681e47 100644 (file)
@@ -26,13 +26,17 @@ ReflectiveEyeLightShader::Shade(Ray& ray)
   Vec3f eyeColor = EyeLightShader::Shade(ray);
   Vec3f reflColor;
 
-  // shoot secondary rays from intersection
-  Vec3f n = ray.hit()->GetNormal(ray);
-  Ray sec(ray.origin() + ray.direction() * ray.t(), ray.direction() + n * 2);
-  sec.setRecursionDepth(ray.recursionDepth() - 1);
+  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));
 
-  if(ray.recursionDepth() > 0 && m_scene->Intersect(sec)) {
-    reflColor = Shade(sec);
+    Ray sec(i, r + n * (2 * r.dot(n * -1)));
+    sec.setRecursionDepth(ray.recursionDepth() - 1);
+    reflColor = m_scene->RayTrace(sec);
   }
-  return eyeColor + reflColor;
+  return eyeColor + reflColor * m_reflectivity;
 }
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