#pragma once #ifndef AREA_LIGHT_HPP #define AREA_LIGHT_HPP #include "light.hpp" using glm::length; using glm::normalize; using glm::dot; class AreaLight: public Light { public: float m_const_att; float m_lin_att; float m_quad_att; Figure * m_figure; AreaLight(): Light(AREA), m_const_att(1.0), m_lin_att(0.0), m_quad_att(0.0), m_figure(NULL), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { } AreaLight(Figure * _f, float _c = 1.0, float _l = 0.0, float _q = 0.0): Light(AREA), m_const_att(_c), m_lin_att(_l), m_quad_att(_q), m_figure(_f), m_last_sample(vec3()), m_n_at_last_sample(vec3()) { } virtual vec3 direction(vec3 point) const { return normalize(m_last_sample - point); } virtual float distance(vec3 point) const { return length(m_last_sample - point); } vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { float d, att, ln_dot_d, d2, g; vec3 l_dir, ref; l_dir = normalize(direction(i_pos)); ln_dot_d = dot(m_n_at_last_sample, l_dir); if (ln_dot_d > 0.0f) { d2 = distance(i_pos); d2 *= d2; g = ln_dot_d / d2; 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_figure->m_mat->m_emission) * g) / m_figure->pdf(); } else return vec3(0.0f); } vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const { float d, att, ln_dot_d; vec3 l_dir, ref; l_dir = normalize(direction(i_pos)); ln_dot_d = dot(m_n_at_last_sample, l_dir); if (ln_dot_d > 0.0f) { 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_figure->m_mat->m_emission, m.m_shininess)) / m_figure->pdf(); } else return vec3(0.0f); } virtual vec3 normal_at_last_sample() { return m_n_at_last_sample; } virtual vec3 sample_at_surface() = 0; protected: vec3 m_last_sample; vec3 m_n_at_last_sample; }; #endif