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/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527     */
/* without consent of either the College of William & Mary or     */
/* Pieter Peers.                                                  */
/******************************************************************/
#include "ray_util.h"
#include "random_number.h"
#include "recursiveRaytracing.h"


//////////////////
// Constructors //
//////////////////
recursiveRaytracing::recursiveRaytracing(unsigned int maxDepth, unsigned int samplesPerPixel)
{
  _depth = maxDepth;
  _samples = samplesPerPixel;
}

 
/////////////
// Methods //
/////////////
image recursiveRaytracing::render(const scene& s) const
{
  image result(s.getCamera().width(), s.getCamera().height());

  // for every pixel
  for(image::size_type y=0; y < result.height(); y++)
    for(image::size_type x=0; x < result.width(); x++)
    {
      // for every sample per pixel
      for(unsigned int sample = 0; sample < _samples; sample++)
      {
	// select point in pixel
	float px = (_samples == 1) ? (float)(x) + 0.5f : (float)(x) + random_float();
	float py = (_samples == 1) ? (float)(y) + 0.5f : (float)(y) + random_float();

	// generate view ray
	ray r = s.getCamera()(px,py);

	// recursive ray tracing
	result(x,y) += traceRay(s, r, 1) / (float)(_samples);
      }
    }
  

  // Done.
  return result;
}



color recursiveRaytracing::traceRay(const scene& s, const ray& r, unsigned int currentDepth) const
{
  // intersect
  intersectionPoint ip = s.intersect(r);

  // if hit
  color result;
  if(ip.isHit())
  {
    // shade point
    for(unsigned int l=0; l < s.numberOfLightsources(); l++)
    {
      // connect to light source
      lightSample ls = s.getLightsource(l).intensityAt(ip.position());

      // check if occluded
      ray shadowRay = createRay(ip, ls.directionToLight());
      intersectionPoint shadowIp = s.intersect(shadowRay);
      if(ls < shadowIp)
	result += ip.shade(ls);
    }

    // recurse
    if(currentDepth < _depth && ip.getShaderProperties().specular)
    {
      ray reflectedRay = reflectRay(ip);
      result += ip.shade(reflectedRay.direction()) * traceRay(s, reflectedRay, currentDepth+1);
    }

  }

  // if not hit, check for environment map
  else if(s.hasEnvironmentMap())
    result += s.evaluateEnvironmentMap(r.direction());

  // Done.
  return result;
}