Better disk surface sampling.

This commit is contained in:
2017-02-12 04:28:21 -04:00
parent 85ff1de130
commit 501e2afc14
6 changed files with 49 additions and 24 deletions

View File

@@ -3,25 +3,30 @@
#define DISK_HPP
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include "plane.hpp"
using glm::vec3;
using glm::normalize;
using glm::pi;
class Disk : public Plane {
public:
float m_radius;
Disk(Material * mat = NULL): Plane(mat), m_radius(1.0f) {
pi2 = 2.0f * pi<float>();
calculate_inv_area();
}
Disk(float x, float y, float z, float nx, float ny, float nz, float _r, Material * mat = NULL): Plane(x, y, z, nx, ny, nz, mat), m_radius(_r) {
pi2 = 2.0f * pi<float>();
calculate_inv_area();
}
Disk(vec3 _p, vec3 _n, float _r, Material * mat = NULL): Plane(_p, _n, mat), m_radius(_r) {
pi2 = 2.0f * pi<float>();
calculate_inv_area();
}
@@ -32,6 +37,9 @@ public:
protected:
virtual void calculate_inv_area();
private:
float pi2;
};