Moved area light base class to it's own file.

This commit is contained in:
Miguel Angel Astor Romero
2017-02-13 17:08:35 -04:00
parent 9b491eccab
commit db2ee80c14
9 changed files with 93 additions and 132 deletions

86
area_light.hpp Normal file
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@@ -0,0 +1,86 @@
#pragma once
#ifndef AREA_LIGHT_HPP
#define AREA_LIGHT_HPP
#include "light.hpp"
using glm::length;
using glm::normalize;
using glm::dot;
class AreaLight: public Light {
public:
float m_const_att;
float m_lin_att;
float m_quad_att;
Figure * m_figure;
AreaLight():
Light(AREA),
m_const_att(1.0),
m_lin_att(0.0),
m_quad_att(0.0),
m_figure(NULL),
m_last_sample(vec3()),
m_n_at_last_sample(vec3())
{ }
AreaLight(Figure * _f, float _c = 1.0, float _l = 0.0, float _q = 0.0):
Light(AREA),
m_const_att(_c),
m_lin_att(_l),
m_quad_att(_q),
m_figure(_f),
m_last_sample(vec3()),
m_n_at_last_sample(vec3())
{ }
virtual vec3 direction(vec3 point) const {
return normalize(m_last_sample - point);
}
virtual float distance(vec3 point) const {
return length(m_last_sample - point);
}
vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d, d2, g;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d2 = distance(i_pos);
d2 *= d2;
g = ln_dot_d / d2;
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_figure->m_mat->m_emission) * g) / m_figure->pdf();
} else
return vec3(0.0f);
}
vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_figure->m_mat->m_emission, m.m_shininess)) / m_figure->pdf();
} else
return vec3(0.0f);
}
virtual void sample_at_surface(vec3 point) = 0;
protected:
vec3 m_last_sample;
vec3 m_n_at_last_sample;
};
#endif

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@@ -1,44 +1,4 @@
#include <iostream>
#include <cassert>
#include "disk_area_light.hpp"
#include "ray.hpp"
using glm::normalize;
using glm::dot;
vec3 DiskAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d, d2, g;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(-m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d2 = distance(i_pos);
d2 *= d2;
g = ln_dot_d / d2;
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse) * g) / m_figure->pdf();
} else
return vec3(0.0f);
}
vec3 DiskAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(-m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
} else
return vec3(0.0f);
}
void DiskAreaLight::sample_at_surface(vec3 point) {
Disk * d = static_cast<Disk *>(m_figure);

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@@ -2,24 +2,13 @@
#ifndef DISK_AREA_LIGHT_HPP
#define DISK_AREA_LIGHT_HPP
#include "light.hpp"
#include "area_light.hpp"
#include "disk.hpp"
class DiskAreaLight: public AreaLight {
public:
float m_const_att;
float m_lin_att;
float m_quad_att;
DiskAreaLight(Disk * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0): AreaLight(static_cast<Figure *>(_s), _c, _l, _q) { }
DiskAreaLight(Disk * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0):
AreaLight(static_cast<Figure *>(_s)),
m_const_att(_c),
m_lin_att(_l),
m_quad_att(_q)
{ }
virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
virtual void sample_at_surface(vec3 point);
};

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@@ -9,8 +9,6 @@
#include "ray.hpp"
using glm::vec3;
using glm::length;
using glm::normalize;
class Light {
public:
@@ -53,29 +51,4 @@ public:
virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
};
class AreaLight: public Light {
public:
Figure * m_figure;
AreaLight(): Light(AREA), m_figure(NULL), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { }
AreaLight(Figure * _f): Light(AREA), m_figure(_f), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { }
virtual vec3 direction(vec3 point) const {
return normalize(m_last_sample - point);
}
virtual float distance(vec3 point) const {
return length(m_last_sample - point);
}
virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
virtual void sample_at_surface(vec3 point) = 0;
protected:
vec3 m_last_sample;
vec3 m_n_at_last_sample;
};
#endif

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@@ -4,6 +4,7 @@
#include "path_tracer.hpp"
#include "sampling.hpp"
#include "area_light.hpp"
using std::numeric_limits;
using namespace glm;

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@@ -12,7 +12,7 @@
"radius": 0.25,
"material": {
"diffuse": [1.0, 1.0, 1.0],
"rho": 0.2
"rho": 0.4
}
},

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@@ -1,42 +1,4 @@
#include "sphere_area_light.hpp"
#include "ray.hpp"
using glm::max;
using glm::dot;
using glm::normalize;
vec3 SphereAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d, d2, g;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d2 = glm::distance(m_last_sample, i_pos);
d2 *= d2;
g = ln_dot_d / d2;
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse) * g) / m_figure->pdf();
} else
return vec3(0.0f);
}
vec3 SphereAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, ln_dot_d;
vec3 l_dir, ref;
l_dir = normalize(direction(i_pos));
ln_dot_d = dot(m_n_at_last_sample, l_dir);
if (ln_dot_d > 0.0f) {
d = distance(i_pos);
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf();
} else
return vec3(0.0f);
}
void SphereAreaLight::sample_at_surface(vec3 point) {
Sphere * s = static_cast<Sphere *>(m_figure);

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@@ -2,24 +2,13 @@
#ifndef SPHERE_AREA_LIGHT_HPP
#define SPHERE_AREA_LIGHT_HPP
#include "light.hpp"
#include "area_light.hpp"
#include "sphere.hpp"
class SphereAreaLight: public AreaLight {
public:
float m_const_att;
float m_lin_att;
float m_quad_att;
SphereAreaLight(Sphere * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0): AreaLight(static_cast<Figure *>(_s), _c, _l, _q) { }
SphereAreaLight(Sphere * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0):
AreaLight(static_cast<Figure *>(_s)),
m_const_att(_c),
m_lin_att(_l),
m_quad_att(_q)
{ }
virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
virtual void sample_at_surface(vec3 point);
};

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@@ -4,6 +4,7 @@
#include <glm/gtc/constants.hpp>
#include "whitted_tracer.hpp"
#include "area_light.hpp"
using std::numeric_limits;
using namespace glm;