fix sphere transmissivity, rename demo.py to spheres_glass.py pyrit
authorRadek Brich <radek.brich@devl.cz>
Sat, 29 Mar 2008 17:54:27 +0100
branchpyrit
changeset 56 d4481fc43952
parent 55 f6d75ae82c88
child 57 1e92c21b9a61
fix sphere transmissivity, rename demo.py to spheres_glass.py
demos/demo.py
demos/spheres_glass.py
src/raytracer.cc
src/scene.cc
--- a/demos/demo.py	Sat Mar 29 12:09:50 2008 +0100
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,48 +0,0 @@
-#!/usr/bin/python
-
-import sys
-sys.path.append(open('ModulePath').read().strip())
-
-from raytracer import Raytracer, Material, Box, Sphere, Light
-#, SphericalLight
-import Image
-
-rt = Raytracer()
-
-light1 = Light(position=(0.0, 4.0, -3.0), colour=(0.9, 0.3, 0.6))
-rt.addlight(light1)
-
-#light2 = SphericalLight(position=(-2.0, 5.0, 1.0), radius=3.0, colour=(0.7, 1.0, 0.3))
-light2 = Light(position=(-2.0, -4.0, -1.0), colour=(0.7, 1.0, 0.3))
-rt.addlight(light2)
-
-light2 = Light(position=(2.0, 5.0, 1.0), colour=(0.8, 0.9, 1.0))
-rt.addlight(light2)
-
-mat0 = Material(colour=(0.1, 0.2, 0.9))
-box = Box(L=(-20.0, -2.2, -20.0), H=(20.0, -2.0, 20.0), material=mat0)
-rt.addshape(box)
-
-mat1 = Material(colour=(1.0, 0.2, 0.1))
-mat1.setReflectivity(0.7)
-bigsphere = Sphere(centre=(2.0, 1.0, -5.0), radius=2.5, material=mat1)
-#      reflection=0.6)
-rt.addshape(bigsphere)
-
-mat2 = Material(colour=(0.1, 0.7, 1.0))
-smallsphere = Sphere(centre=(-5.5, 0.5, -8.0), radius=2.0, material=mat2)
-#      reflection=1.0, diffuse=0.1)
-rt.addshape(smallsphere)
-
-mat3 = Material(colour=(0.9, 0.9, 1.0))
-mat3.setPhong(0.2, 1.0, 0.2)
-mat3.setTransmissivity(0.9)
-mat3.setReflectivity(0.0)
-for i in range(10):
-	sph = Sphere(centre=(-5.0+i, -1.5, -4.0), radius=0.5, material=mat3)
-	rt.addshape(sph)
-
-rendersize = (800, 600)
-data = rt.render(rendersize)
-img = Image.fromstring("RGB", rendersize, data)
-img.save('demo.png')
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/spheres_glass.py	Sat Mar 29 17:54:27 2008 +0100
@@ -0,0 +1,47 @@
+#!/usr/bin/python
+
+import sys
+sys.path.append(open('ModulePath').read().strip())
+
+from raytracer import Raytracer, Material, Box, Sphere, Light
+#, SphericalLight
+import Image
+
+rt = Raytracer()
+
+light1 = Light(position=(0.0, 4.0, -3.0), colour=(0.9, 0.3, 0.6))
+rt.addlight(light1)
+
+#light2 = SphericalLight(position=(-2.0, 5.0, 1.0), radius=3.0, colour=(0.7, 1.0, 0.3))
+light2 = Light(position=(-2.0, -4.0, -1.0), colour=(0.7, 1.0, 0.3))
+rt.addlight(light2)
+
+light2 = Light(position=(2.0, 5.0, 1.0), colour=(0.8, 0.9, 1.0))
+rt.addlight(light2)
+
+mat0 = Material(colour=(0.1, 0.2, 0.9))
+box = Box(L=(-20.0, -2.2, -20.0), H=(20.0, -2.0, 20.0), material=mat0)
+rt.addshape(box)
+
+mat1 = Material(colour=(1.0, 0.2, 0.1))
+mat1.setReflectivity(0.7)
+bigsphere = Sphere(centre=(2.0, 1.0, -5.0), radius=2.5, material=mat1)
+rt.addshape(bigsphere)
+
+mat2 = Material(colour=(0.1, 0.4, 0.2))
+mat2.setReflectivity(0.6)
+smallsphere = Sphere(centre=(-4.5, 0.5, -8.0), radius=2.0, material=mat2)
+rt.addshape(smallsphere)
+
+mat3 = Material(colour=(0.9, 0.9, 1.0))
+mat3.setPhong(0.2, 1.0, 0.2)
+mat3.setTransmissivity(0.88)
+mat3.setReflectivity(0.1)
+for i in range(10):
+	sph = Sphere(centre=(-5.0+i, -1.5, -4.0), radius=0.5, material=mat3)
+	rt.addshape(sph)
+
+rendersize = (800, 600)
+data = rt.render(rendersize)
+img = Image.fromstring("RGB", rendersize, data)
+img.save('spheres_glass.png')
--- a/src/raytracer.cc	Sat Mar 29 12:09:50 2008 +0100
+++ b/src/raytracer.cc	Sat Mar 29 17:54:27 2008 +0100
@@ -206,8 +206,8 @@
 					refl += R*trans;
 					trans = (1-R)*trans;
 					Vector3 newdir = n * ray.dir + (n*cos_i - cos_t) * normal;
-					Ray newray = Ray(P, newdir);
-					trans_col = raytrace(newray, depth + 1, nearest_shape);
+					Ray newray = Ray(P + 0.001*newdir, newdir);
+					trans_col = raytrace(newray, depth + 1, NULL);
 				}
 			}
 			col = (1-refl-trans)*col + refl*refl_col + trans*trans_col;
--- a/src/scene.cc	Sat Mar 29 12:09:50 2008 +0100
+++ b/src/scene.cc	Sat Mar 29 17:54:27 2008 +0100
@@ -114,13 +114,24 @@
 bool Sphere::intersect(const Ray &ray, Float &dist) const
 {
 	Vector3 V = ray.o - center;
-	register Float d = dot(V, ray.dir);
+	register Float d = -dot(V, ray.dir);
 	register Float Det = d * d - (dot(V,V) - sqr_radius);
+	register Float t1,t2;
 	if (Det > 0) {
-		d = -d - sqrtf(Det);
-		if (d > 0 && d < dist)
+		Det = sqrtf(Det);
+		t1 = d - Det;
+		t2 = d + Det;
+		if (t1 > 0)
 		{
-			dist = d;
+			if (t1 < dist)
+			{
+				dist = t1;
+				return true;
+			}
+		}
+		else if (t2 > 0 && t2 < dist)
+		{
+			dist = t2;
 			return true;
 		}
 	}