Area lights fixed.
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@@ -14,7 +14,7 @@ float d, att, ln_dot_d, d2, g;
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l_dir = normalize(direction(i_pos));
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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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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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if (ln_dot_d > 0.0f) {
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d2 = glm::distance(m_last_sample, i_pos);
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d2 = distance(i_pos);
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d2 *= d2;
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d2 *= d2;
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g = ln_dot_d / d2;
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g = ln_dot_d / d2;
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d = distance(i_pos);
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d = distance(i_pos);
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@@ -10,6 +10,7 @@
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using glm::vec3;
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using glm::vec3;
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using glm::length;
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using glm::length;
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using glm::normalize;
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class Light {
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class Light {
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public:
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public:
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@@ -61,7 +62,7 @@ public:
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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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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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virtual vec3 direction(vec3 point) const {
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return m_last_sample - point;
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return normalize(m_last_sample - point);
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}
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}
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virtual float distance(vec3 point) const {
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virtual float distance(vec3 point) const {
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Before Width: | Height: | Size: 469 KiB After Width: | Height: | Size: 536 KiB |
@@ -23,7 +23,7 @@ vec3 PointLight::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;
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vec3 l_dir, ref;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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l_dir = direction(i_pos);
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d = distance(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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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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@@ -34,7 +34,7 @@ vec3 PointLight::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;
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vec3 l_dir, ref;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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l_dir = direction(i_pos);
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d = distance(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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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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@@ -1,7 +1,6 @@
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{
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{
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"disk_area_light": {
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"sphere_area_light": {
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"position": [0.0, 0.75, -1.0],
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"position": [0.0, 0.95, -1.0],
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"normal": [0.0, -1.0, 0.0],
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"radius": 0.15,
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"radius": 0.15,
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"material": {
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"material": {
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"emission": [1.0, 1.0, 1.0]
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"emission": [1.0, 1.0, 1.0]
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@@ -17,7 +17,7 @@ vec3 SpotLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att, spot_effect;
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float d, att, spot_effect;
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vec3 l_dir, ref;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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l_dir = direction(i_pos);
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d = distance(i_pos);
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d = distance(i_pos);
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spot_effect = dot(m_spot_dir, -l_dir);
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spot_effect = dot(m_spot_dir, -l_dir);
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@@ -34,7 +34,7 @@ vec3 SpotLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att, spot_effect;
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float d, att, spot_effect;
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vec3 l_dir, ref;
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vec3 l_dir, ref;
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l_dir = normalize(direction(i_pos));
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l_dir = direction(i_pos);
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d = distance(i_pos);
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d = distance(i_pos);
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spot_effect = dot(m_spot_dir, -l_dir);
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spot_effect = dot(m_spot_dir, -l_dir);
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