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C++ Vector4::ReInitialize方法代码示例

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.........
开发者ID:AshishPrasad,项目名称:Ray-Tracing,代码行数:101,代码来源:assign3.cpp


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