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

45
sphere_area_light.cpp Normal file
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#include "sphere_area_light.hpp"
#include "ray.hpp"
using glm::max;
using glm::dot;
using glm::normalize;
vec3 SphereAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d, d2, g;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(-m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d2 = glm::distance(m_last_sample, i_pos);
d2 *= d2;
g = ln_dot_d / d2;
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) * g) / m_figure->pdf();
} else
return vec3(0.0f);
}
vec3 SphereAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(-m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
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();
} else
return vec3(0.0f);
}
void SphereAreaLight::sample_at_surface(vec3 point) {
Sphere * s = static_cast<Sphere *>(m_figure);
m_last_sample = m_figure->sample_at_surface();
m_n_at_last_sample = normalize(vec3((m_last_sample - s->m_center) / s->m_radius));
}