Starting working on area lights.

This commit is contained in:
Godzil
2020-02-28 18:35:45 +00:00
parent 53f66b554b
commit c4b680789e
12 changed files with 509 additions and 32 deletions

View File

@@ -8,6 +8,7 @@
*/
#include <stdio.h>
#include <light.h>
#include <world.h>
void Light::dumpMe(FILE *fp)
{
@@ -16,4 +17,35 @@ void Light::dumpMe(FILE *fp)
fprintf(fp, "\"Position\": {\"x\": %f, \"y\": %f, \"z\":%f},\n",
this->position.x, this->position.y, this->position.z);
fprintf(fp, "\"Type\": \"PointLight\",\n");
}
double Light::intensityAt(World &w, Tuple point)
{
switch(this->type)
{
case POINT_LIGHT:
default:
return (w.isShadowed(point, this->position))?0.0:1.0;
case AREA_LIGHT:
double total = 0.0;
uint32_t v, u;
for(v = 0; v < this->vSteps; v++)
{
for(u = 0; u < this->uSteps; u++)
{
if (!w.isShadowed(point, this->pointOnLight(u, v)))
{
total = total + 1.0;
}
}
}
return total / this->samples;
break;
}
}
Tuple Light::pointOnLight(uint32_t u, uint32_t v)
{
return this->corner + this->uVec * (u+0.5) + this->vVec * (v+0.5);
}

View File

@@ -11,7 +11,8 @@
#include <colour.h>
#include <shape.h>
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow)
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject,
double lightIntensity)
{
Colour pointColor = this->colour;
@@ -36,33 +37,34 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
emissiveColour = pointColor * this->emissive;
if (!inShadow)
{
lightDotNormal = lightVector.dot(normalVector);
lightDotNormal = lightVector.dot(normalVector);
if (lightDotNormal < 0)
if (lightDotNormal < 0)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
{
specularColour = Colour(0, 0, 0);
}
else
{
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
}
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
}
}
diffuseColour = diffuseColour * lightIntensity;
specularColour = specularColour * lightIntensity;
finalColour = emissiveColour + ambientColour + diffuseColour + specularColour;
return Colour(finalColour.x, finalColour.y, finalColour.z);