Separated BRDF from light source.

This commit is contained in:
Miguel Angel Astor Romero
2017-01-11 14:51:21 -04:00
parent a9670e93f0
commit f150f8f24c
13 changed files with 94 additions and 66 deletions

View File

@@ -20,23 +20,10 @@ inline float DirectionalLight::distance(vec3 point) {
return numeric_limits<float>::max();
}
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_diffuse * n_dot_l;
return color;
vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
return m_brdf->diffuse(m_position, normal, r, m_diffuse);
}
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);
color += m.m_specular * m_specular * r_dot_l;
return color;
vec3 DirectionalLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
return m.m_specular * m_brdf->specular(m_position, normal, r, m_specular, m.m_shininess);
}