sphere and disk area lights mostly ready (I think :S).
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51
light.hpp
51
light.hpp
@@ -2,12 +2,14 @@
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#ifndef LIGHT_HPP
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#define LIGHT_HPP
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#include <glm/vec3.hpp>
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#include <glm/glm.hpp>
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#include "figure.hpp"
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#include "material.hpp"
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#include "ray.hpp"
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using glm::vec3;
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using glm::length;
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class Light {
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public:
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@@ -19,53 +21,60 @@ public:
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Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
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Light(vec3 _p, vec3 _d, vec3 _s): m_position(_p), m_diffuse(_d), m_specular(_s) { }
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Light(ltype_t _t): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_type(_t) { }
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Light(vec3 _p, vec3 _d, vec3 _s, ltype_t _t): m_position(_p), m_diffuse(_d), m_specular(_s), m_type(_t) { }
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virtual ~Light() { }
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virtual ltype_t light_type() {
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return type;
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return m_type;
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}
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virtual vec3 direction(vec3 point) = 0;
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virtual float distance(vec3 point) = 0;
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virtual vec3 direction(vec3 point) const = 0;
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virtual float distance(vec3 point) const = 0;
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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protected:
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ltype_t type;
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ltype_t m_type;
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};
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class InfinitesimalLight: public Light {
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public:
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InfinitesimalLight(): Light() {
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type = INFINITESIMAL;
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}
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InfinitesimalLight(): Light(INFINITESIMAL) { }
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InfinitesimalLight(vec3 _p, vec3 _d, vec3 _s): Light(_p, _d, _s) {
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type = INFINITESIMAL;
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}
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InfinitesimalLight(vec3 _p, vec3 _d, vec3 _s): Light(_p, _d, _s, INFINITESIMAL) { }
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virtual vec3 direction(vec3 point) = 0;
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virtual float distance(vec3 point) = 0;
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virtual vec3 direction(vec3 point) const = 0;
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virtual float distance(vec3 point) const = 0;
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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};
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class AreaLight: public Light {
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public:
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AreaLight(): Light() {
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type = AREA;
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Figure * m_figure;
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AreaLight(): Light(AREA), m_figure(NULL), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { }
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AreaLight(Figure * _f): Light(AREA), m_figure(_f), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { }
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virtual vec3 direction(vec3 point) const {
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return m_last_sample - point;
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}
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AreaLight(vec3 _p, vec3 _d, vec3 _s): Light(_p, _d, _s) {
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type = AREA;
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virtual float distance(vec3 point) const {
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return length(m_last_sample - point);
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}
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virtual vec3 direction(vec3 point) = 0;
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virtual float distance(vec3 point) = 0;
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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virtual void sample_at_surface(vec3 point) = 0;
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protected:
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vec3 m_last_sample;
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vec3 m_n_at_last_sample;
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};
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#endif
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