Files
PhotonMF/point_light.cpp
2017-01-02 04:23:48 -04:00

41 lines
1013 B
C++

#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#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::shade(vec3 normal, Ray & r, float t, Material & m) const {
float d, att, n_dot_l, 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)));
n_dot_l = max(dot(normal, l_dir), 0.0f);
color += att * (m.m_diffuse / pi<float>()) * m_diffuse * n_dot_l;
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;
}