2. versuch an Global illumination HOLLY HELL
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+5
-5
@@ -27,11 +27,11 @@ RGBA getRayColor(RGBA colorList[], bool isLightList[]) {
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if (firstLightHitIndex == -1) {
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if (firstLightHitIndex == -1) {
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//rayColor = (RGBA){GLOBALILLUMINATION * colorList[0].r,GLOBALILLUMINATION * colorList[0].g,GLOBALILLUMINATION * colorList[0].b,1};
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//rayColor = (RGBA){GLOBALILLUMINATION * colorList[0].r,GLOBALILLUMINATION * colorList[0].g,GLOBALILLUMINATION * colorList[0].b,1};
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rayColor = (RGBA){0,0,0,1};
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//rayColor = (RGBA){0,0,0,1};
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return rayColor;
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//return rayColor;
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isLightList[lightBounces - 1] = 1;
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colorList[lightBounces - 1] = (RGBA){1,1,1,1};
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}
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}
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else
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{
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//pixel.r += spheresHitList[firstLightHitIndex]->color.r;
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//pixel.r += spheresHitList[firstLightHitIndex]->color.r;
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//pixel.g += spheresHitList[firstLightHitIndex]->color.g;
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//pixel.g += spheresHitList[firstLightHitIndex]->color.g;
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//pixel.b += spheresHitList[firstLightHitIndex]->color.b;
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//pixel.b += spheresHitList[firstLightHitIndex]->color.b;
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@@ -46,7 +46,7 @@ RGBA getRayColor(RGBA colorList[], bool isLightList[]) {
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//pixel.r = -vec3Product(sphereNormal, lightray->direction);
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//pixel.r = -vec3Product(sphereNormal, lightray->direction);
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//pixel = (RGBA){1 - 0.5 *( sphereNormal.x + 1), 1 - 0.5 * (sphereNormal.y +1), 1 -0.5* (sphereNormal.z + 1),1};
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//pixel = (RGBA){1 - 0.5 *( sphereNormal.x + 1), 1 - 0.5 * (sphereNormal.y +1), 1 -0.5* (sphereNormal.z + 1),1};
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return rayColor;
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return rayColor;
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}
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}
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}
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