Added spot lights.
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49
spot_light.cpp
Normal file
49
spot_light.cpp
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include "spot_light.hpp"
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using glm::pi;
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using glm::reflect;
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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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using glm::pow;
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using glm::max;
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using glm::acos;
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using glm::radians;
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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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vec3 l_dir, ref;
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l_dir = m_position - i_pos;
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d = length(l_dir);
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l_dir = normalize(l_dir);
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spot_effect = dot(m_spot_dir, -l_dir);
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if (acos(spot_effect) < radians(m_spot_cutoff)) {
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spot_effect = pow(spot_effect, m_spot_exponent);
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att = spot_effect / (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, m_diffuse);
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} else
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return vec3(0.0f);
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}
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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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vec3 l_dir, ref;
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l_dir = m_position - i_pos;
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d = length(l_dir);
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l_dir = normalize(l_dir);
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spot_effect = dot(m_spot_dir, -l_dir);
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if (acos(spot_effect) < radians(m_spot_cutoff)) {
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spot_effect = pow(spot_effect, m_spot_exponent);
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att = spot_effect / (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, m_specular, m.m_shininess);
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} else
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return vec3(0.0f);
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}
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