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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
package one.empty3.library.core.raytracer;
import one.empty3.library.*;
public class RtPointLight extends RtLight {
Point3D lightVector;
RtColor lightDiffuseColor;
RtColor lightSpecularColor;
RtColor lightColor;
public RtPointLight(Point3D myLightPos, RtColor myLightDiffuseColor, RtColor myLightSpecularColor, RtColor myLightColor) {
super(LIGHT, "LIGHT");
mPosition = myLightPos;
lightDiffuseColor = myLightDiffuseColor;
mColor = myLightDiffuseColor;
lightSpecularColor = myLightSpecularColor;
lightColor = myLightColor;
}
@Override
public RtColor getLightAt(Point3D normal, Point3D intersectionPoint, RtMatiere material) {
double angle;
RtColor finalColor;
lightVector = intersectionPoint.moins(getPosition());
Point3D lightVector2 = lightVector.norme1();
angle = normal.prodScalaire(lightVector2.mult(1 / Math.sqrt(lightVector.norme())));
//if (angle <= 0)
// finalColor = new RtColor(0.0f, 0.0f, 0.0f);
//else
finalColor = RtColor.mult(getColor(), (RtColor.mult(material.GetDiffuse(), Math.abs(angle))));
return RtColor.mult(finalColor, (float) mIntensite);
}
@Override
public boolean intersectsNode(RtRay ray, RtIntersectInfo intersectInfo) {
return false;
}
}