I am playing around with a simple code that generates a shaded sphere. I don't yet fully understand the math but I am figuring it out as I play with the code. I was wondering how one might implement specular shading into this based on this code. Any suggestions?
for (y=0;y<screenHeight;y++)
for (x=0;x<screenWidth;x++)
if (sqr((x-xcenter)*(x-xcenter)+(y-ycenter)*(y-ycenter))<radius)
{
vx=(x-xcenter);
vy=(y-xcenter);
vz=sqr(radius*radius-vx*vx-vy*vy);
vl=sqr(vx*vx+vy*vy+vz*vz);
co_angle=(lx*vx+ly*vy+lz*vz)/(ll*vl);
pixel=co_angle*255;
}
I was looking at this thread and the second image is what I am after. But I also don't fully understand the math there either: Trouble with Phong Shading
Thanks in advance.