Better disk surface sampling.
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@@ -5,29 +5,39 @@
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#include "ray.hpp"
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using glm::normalize;
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const float BIAS = 0.000001f;
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using glm::dot;
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vec3 DiskAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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float d, att, ln_dot_d, d2, g;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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ln_dot_d = dot(-m_n_at_last_sample, l_dir);
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if (ln_dot_d > 0.0f) {
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d2 = glm::distance(m_last_sample, i_pos);
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d2 *= d2;
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g = ln_dot_d / d2;
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse) * g) / m_figure->pdf();
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return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse)) / m_figure->pdf();
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} else
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return vec3(0.0f);
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}
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vec3 DiskAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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float d, att, ln_dot_d;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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ln_dot_d = dot(-m_n_at_last_sample, l_dir);
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if (ln_dot_d > 0.0f) {
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
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return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
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} else
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return vec3(0.0f);
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}
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void DiskAreaLight::sample_at_surface(vec3 point) {
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