本文整理汇总了C++中Vector4::ReInitialize方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector4::ReInitialize方法的具体用法?C++ Vector4::ReInitialize怎么用?C++ Vector4::ReInitialize使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Vector4
的用法示例。
在下文中一共展示了Vector4::ReInitialize方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: RT_shade
// For Shading Purposes
void RT_shade(Ray* ray, int depth) {
if (depth <= MAX_DEPTH){
// Color Coefficients
Vector4* diffuseCoeff = new Vector4();
Vector4* specularCoeff = new Vector4();
double shininess;
// Diffuse and Specular Terms
double diffuseTerm[3] = {0.0, 0.0, 0.0};
double specularTerm[3] = {0.0, 0.0, 0.0};
if (ray->intersectedObject == SPHERE) {
diffuseCoeff->ReInitialize(spheres[ray->intersectID].color_diffuse);
specularCoeff->ReInitialize(spheres[ray->intersectID].color_specular);
shininess = spheres[ray->intersectID].shininess;
}
else if (ray->intersectedObject == TRIANGLE) {
// Interpolate diffuse and specular coefficients
double alpha, beta;
ObtainIntermediateTriangleIntersection(ray->intersectID, ray->intersectPoint, &alpha, &beta);
diffuseCoeff->ReInitialize();
InterpolateTriangleProperty(triangles[ray->intersectID].v[0].color_diffuse,
triangles[ray->intersectID].v[1].color_diffuse,
triangles[ray->intersectID].v[2].color_diffuse,
alpha, beta, diffuseCoeff, false);
specularCoeff->ReInitialize();
InterpolateTriangleProperty(triangles[ray->intersectID].v[0].color_specular,
triangles[ray->intersectID].v[1].color_specular,
triangles[ray->intersectID].v[2].color_specular,
alpha, beta, specularCoeff, false);
// Interpolate shininess
if (alpha > 0) {
double intermediateShininess = beta * triangles[ray->intersectID].v[2].shininess
+ (1 - beta) * triangles[ray->intersectID].v[1].shininess;
shininess = ((alpha - 1) * triangles[ray->intersectID].v[0].shininess
+ intermediateShininess) / alpha;
}
else {
shininess = triangles[ray->intersectID].v[0].shininess;
}
}
// Boundary Checking
assert(diffuseCoeff->HasNonNegativeEntries());
assert(!diffuseCoeff->HasGreaterThanOneEntries());
assert(specularCoeff->HasNonNegativeEntries());
assert(!specularCoeff->HasGreaterThanOneEntries());
assert(shininess >= 0);
// Normal Vector: N
Vector4* N = new Vector4(ray->normal);
N->ConvertToUnitVector();
// Viewer Direction: V = ray->intersectedPoint - ray->source = -ray->dir
Vector4* V = new Vector4(ray->dir);
V->Scale(-1);
V->ConvertToUnitVector();
int dontCheckObject = NONE;
int dontCheckObjectID = NONE;
if (ray->intersectedObject == TRIANGLE) {
dontCheckObject = ray->intersectedObject;
dontCheckObjectID = ray->intersectID;
}
unsigned int i;
for (i = 0; i < num_lights; i++) {
// Shoot a ray in the direction of the light
Vector4* lightPos = new Vector4(lights[i].position);
Ray* checkShadow = new Ray(ray->intersectPoint, lightPos);
bool shadow = false;
double nearestTIntersect = FindNearestTIntersection(checkShadow,dontCheckObject,dontCheckObjectID);
double point2LightDistance = FindDistanceOfIntersectedPointWithLight(ray,i);
if (nearestTIntersect != INFINITY
&& nearestTIntersect< point2LightDistance)
{
shadow = true;
}
// Point to Light Vector: L = light_pos - intersectedPoint
Vector4* L = new Vector4(lights[i].position);
L->Subtraction(ray->intersectPoint);
L->ConvertToUnitVector();
// Reflected Ray: R = 2(N.L)N - L
Vector4* R = new Vector4(ray->normal);
//.........这里部分代码省略.........