sphere and disk area lights mostly ready (I think :S).
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37
disk_area_light.cpp
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37
disk_area_light.cpp
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#include <iostream>
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#include <cassert>
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#include "disk_area_light.hpp"
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#include "ray.hpp"
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using glm::normalize;
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const float BIAS = 0.000001f;
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vec3 DiskAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse)) / m_figure->pdf();
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}
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vec3 DiskAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
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}
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void DiskAreaLight::sample_at_surface(vec3 point) {
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Disk * d = static_cast<Disk *>(m_figure);
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m_last_sample = m_figure->sample_at_surface();
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m_n_at_last_sample = d->m_normal;
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}
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