Added spot lights.
This commit is contained in:
2
Makefile
2
Makefile
@@ -1,6 +1,6 @@
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CXX = g++
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TARGET = ray
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OBJECTS = main.o disk.o plane.o sphere.o directional_light.o phong_brdf.o point_light.o tracer.o path_tracer.o whitted_tracer.o
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OBJECTS = main.o disk.o plane.o sphere.o directional_light.o phong_brdf.o point_light.o spot_light.o tracer.o path_tracer.o whitted_tracer.o
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DEPENDS = $(OBJECTS:.o=.d)
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CXXFLAGS = -ansi -pedantic -Wall -DGLM_FORCE_RADIANS -fopenmp
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LDLIBS = -lfreeimage
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3
main.cpp
3
main.cpp
@@ -19,6 +19,7 @@
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#include "light.hpp"
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#include "directional_light.hpp"
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#include "point_light.hpp"
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#include "spot_light.hpp"
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#include "tracer.hpp"
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#include "path_tracer.hpp"
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#include "whitted_tracer.hpp"
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@@ -364,7 +365,7 @@ void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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Plane * p;
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Disk * d;
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PointLight * l;
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s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
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s->m_mat.m_diffuse = vec3(1.0f);
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s->m_mat.m_rho = 0.2f;
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output.png
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output.png
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49
spot_light.cpp
Normal file
49
spot_light.cpp
Normal file
@@ -0,0 +1,49 @@
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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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29
spot_light.hpp
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29
spot_light.hpp
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@@ -0,0 +1,29 @@
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#pragma once
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#ifndef SPOT_LIGHT_HPP
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#define SPOT_LIGHT_HPP
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#include <glm/glm.hpp>
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#include "point_light.hpp"
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using glm::vec3;
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using glm::normalize;
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class SpotLight: public PointLight {
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public:
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float m_spot_cutoff;
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float m_spot_exponent;
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vec3 m_spot_dir;
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SpotLight(): PointLight(), m_spot_cutoff(45.0f), m_spot_exponent(0.0f), m_spot_dir(vec3(0.0f, -1.0f, 0.0f)) { }
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SpotLight(vec3 _p, vec3 _d, vec3 _s, float _c, float _l, float _q, float _sco, float _se, vec3 _sd): PointLight(_p, _d, _s, _c, _l, _q),
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m_spot_cutoff(_sco),
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m_spot_exponent(_se),
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m_spot_dir(normalize(_sd)) { }
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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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};
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#endif
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