#include #include #include "point_light.hpp" using glm::pi; using glm::reflect; using glm::length; using glm::normalize; using glm::dot; using glm::pow; using glm::max; inline vec3 PointLight::direction(vec3 point) { return normalize(m_position - point); } inline float PointLight::distance(vec3 point) { return length(m_position - point); } vec3 PointLight::diffuse(vec3 normal, Ray & r, float t, Material & m) const { float d, att, n_dot_l; vec3 color, i_pos, l_dir, ref; i_pos = r.m_origin + t * r.m_direction; l_dir = m_position - i_pos; d = length(l_dir); l_dir = normalize(l_dir); att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d))); n_dot_l = max(dot(normal, l_dir), 0.0f); color += att * m_diffuse * n_dot_l; return color; } vec3 PointLight::specular(vec3 normal, Ray & r, float t, Material & m) const { float d, att, r_dot_l; vec3 color, i_pos, l_dir, ref; i_pos = r.m_origin + t * r.m_direction; l_dir = m_position - i_pos; d = length(l_dir); l_dir = normalize(l_dir); att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d))); ref = reflect(l_dir, normal); r_dot_l = pow(max(dot(ref, r.m_direction), 0.0f), m.m_shininess); color += att * m.m_specular * m_specular * r_dot_l; return color; }