Closed ImperatorFeles closed 11 years ago
On this note, @nuclearmistake, @soujiroboi; what sort of information do you need for light sources for raytracing?
The standard specular/diffuse/ambient kind of structure used for the "standard" lighting models?
yes, but right now I think we're only using a single light.... raytrace1 doesn't really have a lightning model other than the romantic flicker,
MONOLITH's shaders has a BSed phong model for fallback atm, and I think the engine will have to be turned inside to use a texture buffer for sending raytraceable things over to the shader... eventually
Assigning myself to this. I wrote a "Light" class this evening, it doesn't actually hook into anything yet
we have a single light... it works fine now.
I don't think we need this, especially considering it adds complexity to the raytracer, which is still not done.
Lights are fully implemented now, and they're super great and cool. Look at the MONOLITH constructor for an example of how to use them.
We need some kind of representation of lights in the framework. This could just be point lights for now but ideally in the future we'd like to have spotlights as well.
This would involve perhaps having lighting information in the framework (position, brightness, etc.), sending the info down to the shader, and creating a mechanism in the shader for lighting things.