Moved area light base class to it's own file.
This commit is contained in:
86
area_light.hpp
Normal file
86
area_light.hpp
Normal file
@@ -0,0 +1,86 @@
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#pragma once
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#ifndef AREA_LIGHT_HPP
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#define AREA_LIGHT_HPP
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#include "light.hpp"
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using glm::length;
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using glm::normalize;
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using glm::dot;
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class AreaLight: public Light {
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public:
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float m_const_att;
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float m_lin_att;
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float m_quad_att;
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Figure * m_figure;
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AreaLight():
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Light(AREA),
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m_const_att(1.0),
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m_lin_att(0.0),
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m_quad_att(0.0),
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m_figure(NULL),
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m_last_sample(vec3()),
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m_n_at_last_sample(vec3())
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{ }
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AreaLight(Figure * _f, float _c = 1.0, float _l = 0.0, float _q = 0.0):
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Light(AREA),
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m_const_att(_c),
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m_lin_att(_l),
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m_quad_att(_q),
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m_figure(_f),
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m_last_sample(vec3()),
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m_n_at_last_sample(vec3())
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{ }
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virtual vec3 direction(vec3 point) const {
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return normalize(m_last_sample - point);
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}
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virtual float distance(vec3 point) const {
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return length(m_last_sample - point);
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}
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vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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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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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 = distance(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_figure->m_mat->m_emission) * g) / 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 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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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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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_figure->m_mat->m_emission, 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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virtual void sample_at_surface(vec3 point) = 0;
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protected:
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vec3 m_last_sample;
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vec3 m_n_at_last_sample;
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};
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#endif
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@@ -1,44 +1,4 @@
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#include <iostream>
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#include <cassert>
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#include "disk_area_light.hpp"
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#include "ray.hpp"
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using glm::normalize;
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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, 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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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 = distance(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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} 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, 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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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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} 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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Disk * d = static_cast<Disk *>(m_figure);
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@@ -2,24 +2,13 @@
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#ifndef DISK_AREA_LIGHT_HPP
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#define DISK_AREA_LIGHT_HPP
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#include "light.hpp"
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#include "area_light.hpp"
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#include "disk.hpp"
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class DiskAreaLight: public AreaLight {
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public:
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float m_const_att;
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float m_lin_att;
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float m_quad_att;
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DiskAreaLight(Disk * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0): AreaLight(static_cast<Figure *>(_s), _c, _l, _q) { }
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DiskAreaLight(Disk * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0):
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AreaLight(static_cast<Figure *>(_s)),
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m_const_att(_c),
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m_lin_att(_l),
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m_quad_att(_q)
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{ }
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
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virtual void sample_at_surface(vec3 point);
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};
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27
light.hpp
27
light.hpp
@@ -9,8 +9,6 @@
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#include "ray.hpp"
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using glm::vec3;
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using glm::length;
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using glm::normalize;
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class Light {
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public:
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@@ -53,29 +51,4 @@ public:
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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};
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class AreaLight: public Light {
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public:
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Figure * m_figure;
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AreaLight(): Light(AREA), m_figure(NULL), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { }
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AreaLight(Figure * _f): Light(AREA), m_figure(_f), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { }
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virtual vec3 direction(vec3 point) const {
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return normalize(m_last_sample - point);
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}
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virtual float distance(vec3 point) const {
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return length(m_last_sample - point);
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}
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0;
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virtual void sample_at_surface(vec3 point) = 0;
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protected:
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vec3 m_last_sample;
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vec3 m_n_at_last_sample;
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};
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#endif
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@@ -4,6 +4,7 @@
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#include "path_tracer.hpp"
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#include "sampling.hpp"
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#include "area_light.hpp"
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using std::numeric_limits;
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using namespace glm;
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@@ -12,7 +12,7 @@
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"radius": 0.25,
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"material": {
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"diffuse": [1.0, 1.0, 1.0],
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"rho": 0.2
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"rho": 0.4
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}
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},
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@@ -1,42 +1,4 @@
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#include "sphere_area_light.hpp"
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#include "ray.hpp"
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using glm::max;
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using glm::dot;
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using glm::normalize;
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vec3 SphereAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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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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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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} else
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return vec3(0.0f);
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}
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vec3 SphereAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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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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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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} else
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return vec3(0.0f);
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}
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void SphereAreaLight::sample_at_surface(vec3 point) {
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Sphere * s = static_cast<Sphere *>(m_figure);
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@@ -2,24 +2,13 @@
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#ifndef SPHERE_AREA_LIGHT_HPP
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#define SPHERE_AREA_LIGHT_HPP
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#include "light.hpp"
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#include "area_light.hpp"
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#include "sphere.hpp"
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class SphereAreaLight: public AreaLight {
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public:
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float m_const_att;
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float m_lin_att;
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float m_quad_att;
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SphereAreaLight(Sphere * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0): AreaLight(static_cast<Figure *>(_s), _c, _l, _q) { }
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SphereAreaLight(Sphere * _s, float _c = 1.0, float _l = 0.0, float _q = 0.0):
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AreaLight(static_cast<Figure *>(_s)),
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m_const_att(_c),
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m_lin_att(_l),
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m_quad_att(_q)
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{ }
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
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virtual void sample_at_surface(vec3 point);
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};
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@@ -4,6 +4,7 @@
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#include <glm/gtc/constants.hpp>
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#include "whitted_tracer.hpp"
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#include "area_light.hpp"
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using std::numeric_limits;
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using namespace glm;
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