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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.
*/
/**
* Phong (specular) rendering involves looking at the angle between the ray and the light.
* This makes objects look shiny.
*/
class PhongRenderer 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 null;
}
$light_ray = $this->pointLight($world, $r['p'], $r['o']);
if (!$light_ray) {
// object is not exposed to any lights
return null;
}
// Calculate pixel's color
$diffuse_shading = max(Vector::dot($light_ray->getDirection(), $r['n']), 0);
$reflected_ray = Ray::reflectedRay($ray, $r['n'], $r['p']);
$specular_shading = max(Ray::dot($light_ray, $reflected_ray), 0);
$specular_shading = pow($specular_shading, 16);
$reflection_shading = null;
if ($this->reflections && ($recursion < 3)) {
if ($r['o']->getName() == 'white sphere') {
$reflection_shading = $this->render_ray($world, $reflected_ray, $r['o'], $recursion+1);
}
}
$total = 0.7 * $diffuse_shading + 0.3 * $specular_shading;
$c = clone ($r['o']->getColor());
$c->K_mul(min($total, 1));
if (($recursion == 1) && $reflection_shading) {
$c->K_mul(0.2);
$c2 = clone $reflection_shading;
$c2->K_mul(0.8);
$c->V_add($c2);
return $c;
} else {
return $c;
}
}
}
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