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<?php
/**
* Copyright 2011, Alok Menghrajani. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of the author.
*/
/**
* Diffuse rendering involves looking at the angle between a ray and the surface's normal to calculate
* the amount of color to render.
*/
class DiffuseRenderer extends Renderer {
protected function render_ray(World $world, Ray $ray, $ignore, $recursion) {
$r = $this->rayIntersection($world, $ray, $ignore, true, true);
if (!$r) {
// ray does not intersect any object
return;
}
$light_ray = $this->pointLight($world, $r['p'], $r['o']);
if (!$light_ray) {
// point is not exposed to any light sources
return;
}
// Calculate pixel's color
$shading = max(Vector::dot($light_ray->getDirection(), $r['n']), 0);
$c = clone ($r['o']->getColor());
$c->K_mul($shading);
return $c;
}
}