Better disk surface sampling.
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25
disk.cpp
25
disk.cpp
@@ -1,12 +1,16 @@
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#include <glm/gtc/constants.hpp>
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#include <iostream>
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#include <cassert>
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#include "disk.hpp"
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#include "sampling.hpp"
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using glm::vec2;
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using glm::cos;
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using glm::sin;
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using glm::dot;
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using glm::pi;
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using glm::distance;
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using glm::cross;
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using glm::abs;
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bool Disk::intersect(Ray & r, float & t) const {
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float _t;
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@@ -23,14 +27,15 @@ bool Disk::intersect(Ray & r, float & t) const {
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}
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vec3 Disk::sample_at_surface() const {
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float theta = random01() * (2.0f * pi<float>());
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float r = glm::sqrt(random01() * m_radius);
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float x = r * cos(theta);
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float y = r * sin(theta);
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float z = 0.0f;
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vec3 sample = vec3(x, y, z);
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rotate_sample(sample, m_normal);
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return sample;
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float theta = random01() * pi2;
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float r = random01() * m_radius;
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vec3 nt, nb;
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create_coords_system(m_normal, nt, nb);
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float x = m_point.x + (r * cos(theta) * nt.x) + (r * sin(theta) * nb.x);
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float y = m_point.y + (r * cos(theta) * nt.y) + (r * sin(theta) * nb.y);
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float z = m_point.z + (r * cos(theta) * nt.z) + (r * sin(theta) * nb.z);
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return vec3(x, y, z);
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}
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void Disk::calculate_inv_area() {
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