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-rw-r--r--src/modules/ray/ray.c2
-rw-r--r--src/modules/ray/ray_render.c3
2 files changed, 4 insertions, 1 deletions
diff --git a/src/modules/ray/ray.c b/src/modules/ray/ray.c
index bb9c042..1e58f3b 100644
--- a/src/modules/ray/ray.c
+++ b/src/modules/ray/ray.c
@@ -83,7 +83,7 @@ static ray_object_t lights[] = {
{
.light = {
.type = RAY_OBJECT_TYPE_LIGHT,
- .brightness = 1.0,
+ .brightness = 15.0f,
.emitter = {
.point.type = RAY_LIGHT_EMITTER_TYPE_POINT,
.point.center = { .x = 3.0f, .y = 3.0f, .z = 3.0f },
diff --git a/src/modules/ray/ray_render.c b/src/modules/ray/ray_render.c
index 4ca168f..8b930f6 100644
--- a/src/modules/ray/ray_render.c
+++ b/src/modules/ray/ray_render.c
@@ -88,6 +88,7 @@ static inline ray_color_t shade_intersection(ray_render_t *render, ray_render_ob
if (lvec_normal_dot > 0) {
#if 1
float rvec_lvec_dot = ray_3f_dot(&ray->direction, &lvec);
+ float intensity = light->light.brightness * (1.0 / (ldist * ldist));
ray_color_t diffuse;
diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot);
@@ -102,6 +103,8 @@ static inline ray_color_t shade_intersection(ray_render_t *render, ray_render_ob
specular = ray_3f_mult_scalar(&specular, surface.specular);
color = ray_3f_add(&color, &specular);
}
+
+ color = ray_3f_mult_scalar(&color, intensity);
#else
ray_color_t diffuse;
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