ray-tracer-comp371/src/Light.cc
2024-03-04 02:48:33 -05:00

64 lines
2.1 KiB
C++

#include "Light.h"
#include <algorithm>
#include <cmath>
void Light::setTransform(const Matrix4f &transform) {
this->transform = transform;
}
void Light::setGridSize(unsigned int gridSize) { this->gridSize = gridSize; }
void Light::setUseCenter(bool useCenter) { this->useCenter = useCenter; }
void Light::setIsUse(bool isUse) { this->use = isUse; }
Vector3f Light::getDiffuse() const { return diffuse; }
Vector3f Light::getSpecular() const { return specular; }
bool Light::isUse() const { return use; }
Vector3f PointLight::illumination(const HitRecord &hit,
const vector<Geometry *> &geometries) const {
Vector3f shadingPoint = hit.getPoint();
Vector3f rayDirection = (center - shadingPoint).normalized();
Geometry *geometry = hit.geometry();
Ray shadowRay(shadingPoint, rayDirection);
for (auto g : geometries)
if (g != geometry && g->intersect(shadowRay).hasValue())
return Vector3f::Zero();
Vector3f ambient_ = geometry->coefAmbient() * geometry->ambient();
Vector3f diffuse_ = geometry->coefDiffuse() * geometry->diffuse().array() *
diffuse.array() *
std::max(0.0f, hit.normal().dot(rayDirection));
Vector3f halfWay = (hit.viewDirection() + rayDirection).normalized();
Vector3f specular_ =
geometry->coefSpecular() * geometry->specular().array() *
specular.array() *
pow(std::max(0.0f, hit.normal().dot(halfWay)), geometry->getPhong());
return specular_ + ambient_ + diffuse_;
}
Vector3f AreaLight::illumination(const HitRecord &hit,
const vector<Geometry *> &geometries) const {
Vector3f u = p4 - p1;
Vector3f v = p2 - p1;
Vector3f color = Vector3f::Zero();
if (useCenter) {
color += PointLight(*this, p1 + (u + v) / 2).illumination(hit, geometries);
} else {
for (int y = 0; y < gridSize; ++y)
for (int x = 0; x < gridSize; ++x)
color += PointLight(*this, p1 + (u * x + v * y) / gridSize)
.illumination(hit, geometries);
}
return color / gridSize / gridSize;
}