Files
PhotonMF/spot_light.cpp
Miguel Angel Astor Romero fd510fb137 Added spot lights.
2017-01-12 14:15:59 -04:00

50 lines
1.3 KiB
C++

#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include "spot_light.hpp"
using glm::pi;
using glm::reflect;
using glm::length;
using glm::normalize;
using glm::dot;
using glm::pow;
using glm::max;
using glm::acos;
using glm::radians;
vec3 SpotLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, spot_effect;
vec3 l_dir, ref;
l_dir = m_position - i_pos;
d = length(l_dir);
l_dir = normalize(l_dir);
spot_effect = dot(m_spot_dir, -l_dir);
if (acos(spot_effect) < radians(m_spot_cutoff)) {
spot_effect = pow(spot_effect, m_spot_exponent);
att = spot_effect / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return att * m.m_brdf->diffuse(l_dir, normal, r, m_diffuse);
} else
return vec3(0.0f);
}
vec3 SpotLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
float d, att, spot_effect;
vec3 l_dir, ref;
l_dir = m_position - i_pos;
d = length(l_dir);
l_dir = normalize(l_dir);
spot_effect = dot(m_spot_dir, -l_dir);
if (acos(spot_effect) < radians(m_spot_cutoff)) {
spot_effect = pow(spot_effect, m_spot_exponent);
att = spot_effect / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
return att * m.m_brdf->specular(l_dir, normal, r, m_specular, m.m_shininess);
} else
return vec3(0.0f);
}