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

View File

@@ -11,11 +11,11 @@ using glm::dot;
using glm::pow;
using glm::max;
inline vec3 PointLight::direction(vec3 point) {
vec3 PointLight::direction(vec3 point) const {
return normalize(m_position - point);
}
inline float PointLight::distance(vec3 point) {
float PointLight::distance(vec3 point) const {
return length(m_position - point);
}
@@ -23,9 +23,8 @@ vec3 PointLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att;
vec3 l_dir, ref;
l_dir = m_position - i_pos;
d = length(l_dir);
l_dir = normalize(l_dir);
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);
@@ -35,9 +34,8 @@ vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const
float d, att;
vec3 l_dir, ref;
l_dir = m_position - i_pos;
d = length(l_dir);
l_dir = normalize(l_dir);
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);