diff options
Diffstat (limited to 'intern/elbeem/intern/ntl_ray.cpp')
-rw-r--r-- | intern/elbeem/intern/ntl_ray.cpp | 19 |
1 files changed, 6 insertions, 13 deletions
diff --git a/intern/elbeem/intern/ntl_ray.cpp b/intern/elbeem/intern/ntl_ray.cpp index ef7278248ba..440144a0245 100644 --- a/intern/elbeem/intern/ntl_ray.cpp +++ b/intern/elbeem/intern/ntl_ray.cpp @@ -116,6 +116,7 @@ ntlRay::~ntlRay() #define MIDDLE 2 //! intersect ray with AABB +#ifndef ELBEEM_BLENDER void ntlRay::intersectFrontAABB(ntlVec3Gfx mStart, ntlVec3Gfx mEnd, gfxReal &t, ntlVec3Gfx &retnormal,ntlVec3Gfx &retcoord) const { char inside = true; /* inside box? */ @@ -203,8 +204,6 @@ void ntlRay::intersectFrontAABB(ntlVec3Gfx mStart, ntlVec3Gfx mEnd, gfxReal &t, retcoord = coord; } - - //! intersect ray with AABB void ntlRay::intersectBackAABB(ntlVec3Gfx mStart, ntlVec3Gfx mEnd, gfxReal &t, ntlVec3Gfx &retnormal,ntlVec3Gfx &retcoord) const { @@ -289,10 +288,7 @@ void ntlRay::intersectBackAABB(ntlVec3Gfx mStart, ntlVec3Gfx mEnd, gfxReal &t, n retnormal = normal; retcoord = coord; } - - - - +#endif // ELBEEM_BLENDER //! intersect ray with AABB void ntlRay::intersectCompleteAABB(ntlVec3Gfx mStart, ntlVec3Gfx mEnd, gfxReal &tmin, gfxReal &tmax) const @@ -445,6 +441,7 @@ void ntlRay::intersectCompleteAABB(ntlVec3Gfx mStart, ntlVec3Gfx mEnd, gfxReal & *****************************************************************************/ const ntlColor ntlRay::shade() //const { +#ifndef ELBEEM_BLENDER ntlGeometryObject *closest = NULL; gfxReal minT = GFX_REAL_MAX; vector<ntlLightObject*> *lightlist = mpGlob->getLightList(); @@ -456,7 +453,6 @@ const ntlColor ntlRay::shade() //const if(mContribution <= RAY_MINCONTRIB) { //return ntlColor(0.0); } - /* find closes object that intersects */ ntlTriangle *tri = NULL; @@ -468,8 +464,6 @@ const ntlColor ntlRay::shade() //const /* object hit... */ if (closest != NULL) { - //return( ntlColor(1.0) ); - //normal = tri->getNormal(); // no normal smoothing ntlVec3Gfx triangleNormal = tri->getNormal(); if( equal(triangleNormal, ntlVec3Gfx(0.0)) ) errorOut("ntlRaytracer warning: trinagle normal= 0 "); // DEBUG @@ -485,11 +479,11 @@ const ntlColor ntlRay::shade() //const /* ... -> do reflection */ ntlVec3Gfx intersectionPosition(mOrigin + (mDirection * (minT)) ); ntlMaterial *clossurf = closest->getMaterial(); - if(mpGlob->getDebugOut() > 5) { + /*if(mpGlob->getDebugOut() > 5) { errorOut("Ray hit: at "<<intersectionPosition<<" n:"<<normal<<" dn:"<<valDN<<" ins:"<<intersectionInside<<" cl:"<<((unsigned int)closest) ); errorOut(" t1:"<<mpGlob->getScene()->getVertex(tri->getPoints()[0])<<" t2:"<<mpGlob->getScene()->getVertex(tri->getPoints()[1])<<" t3:"<<mpGlob->getScene()->getVertex(tri->getPoints()[2]) ); errorOut(" trin:"<<tri->getNormal() ); - } + } // debug */ /* current transparence and reflectivity */ gfxReal currTrans = clossurf->getTransparence(); @@ -635,12 +629,10 @@ const ntlColor ntlRay::shade() //const } - /* add highlights (should not be affected by transparence as the diffuse reflections */ currentColor += highlightColor; /* attentuate as a last step*/ - //if(currTrans > RAY_THRESHOLD) { /* check if we're on the inside or outside */ if(intersectionInside) { gfxReal kr,kg,kb; /* attentuation */ @@ -657,6 +649,7 @@ const ntlColor ntlRay::shade() //const return ntlColor(currentColor); } +#endif // ELBEEM_BLENDER /* no object hit -> ray goes to infinity */ return mpGlob->getBackgroundCol(); } |