#include #include #include "disk_area_light.hpp" #include "ray.hpp" using glm::normalize; const float BIAS = 0.000001f; vec3 DiskAreaLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { float d, att; vec3 l_dir, ref; l_dir = normalize(direction(i_pos)); d = distance(i_pos); att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d))); return (att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse)) / m_figure->pdf(); } vec3 DiskAreaLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { float d, att; vec3 l_dir, ref; l_dir = normalize(direction(i_pos)); d = distance(i_pos); att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d))); return (att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess)) / m_figure->pdf(); } void DiskAreaLight::sample_at_surface(vec3 point) { Disk * d = static_cast(m_figure); m_last_sample = m_figure->sample_at_surface(); m_n_at_last_sample = d->m_normal; }