Added presentations from EVI 2017
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42
EVI - 2017/EVI 21/EVIray/point_light.cpp
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42
EVI - 2017/EVI 21/EVIray/point_light.cpp
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include "point_light.hpp"
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using glm::pi;
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using glm::reflect;
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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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using glm::pow;
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using glm::max;
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vec3 PointLight::direction(vec3 point) const {
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return normalize(m_position - point);
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}
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float PointLight::distance(vec3 point) const {
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return length(m_position - point);
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}
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vec3 PointLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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vec3 l_dir, ref;
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l_dir = direction(i_pos);
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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_diffuse);
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}
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vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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vec3 l_dir, ref;
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l_dir = direction(i_pos);
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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_specular, m.m_shininess);
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}
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