sphere and disk area lights mostly ready (I think :S).

This commit is contained in:
2017-02-09 23:37:40 -04:00
parent 944ae05db7
commit 0cdc7c46ca
30 changed files with 512 additions and 83 deletions

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