Area lights fixed.
This commit is contained in:
@@ -14,7 +14,7 @@ float d, att, ln_dot_d, d2, g;
|
||||
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 = distance(i_pos);
|
||||
d2 *= d2;
|
||||
g = ln_dot_d / d2;
|
||||
d = distance(i_pos);
|
||||
|
@@ -10,6 +10,7 @@
|
||||
|
||||
using glm::vec3;
|
||||
using glm::length;
|
||||
using glm::normalize;
|
||||
|
||||
class Light {
|
||||
public:
|
||||
@@ -61,7 +62,7 @@ public:
|
||||
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 m_last_sample - point;
|
||||
return normalize(m_last_sample - point);
|
||||
}
|
||||
|
||||
virtual float distance(vec3 point) const {
|
||||
|
BIN
output.png
BIN
output.png
Binary file not shown.
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 {
|
||||
float d, att;
|
||||
vec3 l_dir, ref;
|
||||
|
||||
l_dir = normalize(direction(i_pos));
|
||||
l_dir = direction(i_pos);
|
||||
d = distance(i_pos);
|
||||
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
|
||||
|
||||
@@ -34,7 +34,7 @@ vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const
|
||||
float d, att;
|
||||
vec3 l_dir, ref;
|
||||
|
||||
l_dir = normalize(direction(i_pos));
|
||||
l_dir = direction(i_pos);
|
||||
d = distance(i_pos);
|
||||
att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
|
||||
|
||||
|
@@ -1,7 +1,6 @@
|
||||
{
|
||||
"disk_area_light": {
|
||||
"position": [0.0, 0.75, -1.0],
|
||||
"normal": [0.0, -1.0, 0.0],
|
||||
"sphere_area_light": {
|
||||
"position": [0.0, 0.95, -1.0],
|
||||
"radius": 0.15,
|
||||
"material": {
|
||||
"emission": [1.0, 1.0, 1.0]
|
||||
|
@@ -17,7 +17,7 @@ vec3 SpotLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
|
||||
float d, att, spot_effect;
|
||||
vec3 l_dir, ref;
|
||||
|
||||
l_dir = normalize(direction(i_pos));
|
||||
l_dir = direction(i_pos);
|
||||
d = distance(i_pos);
|
||||
spot_effect = dot(m_spot_dir, -l_dir);
|
||||
|
||||
@@ -34,7 +34,7 @@ vec3 SpotLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
|
||||
float d, att, spot_effect;
|
||||
vec3 l_dir, ref;
|
||||
|
||||
l_dir = normalize(direction(i_pos));
|
||||
l_dir = direction(i_pos);
|
||||
d = distance(i_pos);
|
||||
spot_effect = dot(m_spot_dir, -l_dir);
|
||||
|
||||
|
Reference in New Issue
Block a user