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