Added indirect illumination.
This commit is contained in:
@@ -20,12 +20,19 @@ inline float DirectionalLight::distance(vec3 point) {
|
||||
return numeric_limits<float>::max();
|
||||
}
|
||||
|
||||
vec3 DirectionalLight::shade(vec3 normal, Ray & r, float t, Material & m) const {
|
||||
float n_dot_l, r_dot_l;
|
||||
vec3 color, ref;
|
||||
vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, float t, Material & m) const {
|
||||
float n_dot_l;
|
||||
vec3 color;
|
||||
|
||||
n_dot_l = max(dot(normal, m_position), 0.0f);
|
||||
color += (m.m_diffuse / pi<float>()) * m_diffuse * n_dot_l;
|
||||
color += m_diffuse * n_dot_l;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 DirectionalLight::specular(vec3 normal, Ray & r, float t, Material & m) const {
|
||||
float r_dot_l;
|
||||
vec3 color, ref;
|
||||
|
||||
ref = reflect(m_position, normal);
|
||||
r_dot_l = pow(max(dot(ref, r.m_direction), 0.0f), m.m_shininess);
|
||||
|
Reference in New Issue
Block a user