Specular component added to lighting.
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14
tracer.cpp
14
tracer.cpp
@@ -8,6 +8,7 @@
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#include "tracer.hpp"
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#define PI 3.14159265358979f
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#define SHININESS 89.0f
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using namespace std;
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@@ -15,6 +16,8 @@ using std::numeric_limits;
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using glm::normalize;
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using glm::radians;
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using glm::dot;
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using glm::reflect;
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using glm::clamp;
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static const vec3 BCKG_COLOR = vec3(0.16f, 0.66f, 0.72f);
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@@ -26,10 +29,10 @@ static inline float random01() {
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return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
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}
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Tracer::Tracer(): m_h(640), m_w(480), m_fov(90.0f), m_a_ratio(640.0f / 480.0f) {}
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Tracer::Tracer(): m_h(480), m_w(640), m_fov(90.0f), m_a_ratio(640.0f / 480.0f) {}
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Tracer::Tracer(int h, int w, float fov): m_h(h), m_w(w), m_fov(fov) {
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m_a_ratio = static_cast<float>(w) / h;
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m_a_ratio = static_cast<float>(w) / static_cast<float>(h);
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}
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vec2 Tracer::sample_pixel(int i, int j) const {
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@@ -50,7 +53,7 @@ vec3 Tracer::trace_ray(Ray & r, vector<Figure *> & vf, vector<Light *> & vl, uns
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size_t f_index;
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float t, _t, n_dot_l;
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Figure * _f;
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vec3 n, color, i_pos;
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vec3 n, color, i_pos, ref;
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Ray sr;
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bool vis;
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@@ -82,9 +85,12 @@ vec3 Tracer::trace_ray(Ray & r, vector<Figure *> & vf, vector<Light *> & vl, uns
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n_dot_l = max(dot(n, vl[l]->m_position), 0.0);
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color += (vis ? 1.0f : 0.0f) * (_f->color / PI) * vl[l]->m_diffuse * n_dot_l;
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ref = reflect(vl[l]->m_position, n);
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color += (vis ? 1.0f : 0.0f) * vl[l]->m_specular * pow(max(dot(ref, r.m_direction), 0.0f), SHININESS);
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}
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return color;
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return clamp(color, 0.0f, 1.0f);
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} else
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return vec3(BCKG_COLOR);
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}
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