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lights.cpp
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#include "lab6.h"
#include <math.h>
//TODO: don't pass scene....
void illuminate(vector point, Object* s, vector normal, Scene scene, float initColor[], vector color){
// printf("ic: %f %f %f\n", initColor[0],initColor[1],initColor[2]);
//construct ray from the point in space
//where this collision occured
float diffuse=0;
float specular=0;
for(int i=0; i<scene.numLights; i++){
//TODO: divide by type of light
switch(scene.lights[i]->type){
case DIRECTIONAL:
{
DirLight* dl = static_cast<DirLight*>(scene.lights[i]->li);
vector dir;
v_copy(dir, dl->dir);
v_normalize(dir);
v_scale(dir, dir, -1);
vector re, e;
v_subtract(e, scene.cam.pos, point);
v_normalize(e);
v_scale(re, normal, v_dot(e, normal)*2);
v_subtract(re, re, e);
v_normalize(re);
float dotprod = v_dot(dir, normal);
if(dotprod>0){
Ray rayToLight;
v_copy(rayToLight.o, point);
v_copy(rayToLight.d, dir);
float scale = shadowRay(rayToLight);
diffuse+=dotprod*dl->i;
float x=-1;
if(s->n!=0){
float dotprodSpec = v_dot(re,dir);
if(dotprodSpec<0)
dotprodSpec=0;
x = pow(dotprodSpec, s->n)*dl->i;
}
if(x>0)
specular+=x;
diffuse*=scale;
specular*=scale;
}
}
break;
case SPOT:
{
SpotLight* sl = static_cast<SpotLight*>(scene.lights[i]->li);
vector lightPoint;
v_copy(lightPoint, sl->pos);
vector lightVector;
vector lightToPoint;
v_subtract(lightVector,lightPoint,point);
v_normalize(lightVector);
vector re, e;
v_subtract(e, scene.cam.pos, point);
v_normalize(e);
v_scale(re, normal, v_dot(e, normal)*2);
v_subtract(re, re, e);
v_normalize(re);
float dotprod = v_dot(lightVector,normal);
//if positive, we are facing the light
if(dotprod>0){
Ray rayToLight;
v_copy(rayToLight.o, point);
v_copy(rayToLight.d, lightVector);
float scale = shadowRay(rayToLight);
vector D;
vector dist;
v_subtract(dist,lightPoint,point);
v_copy(D,sl->dir);
v_scale(D,D,-1);
float intensity = pow(v_dot(D,lightVector), sl->falloff);
if(intensity<0)
intensity=0;
diffuse+=dotprod*intensity*sl->i;
float x=-1;
if(s->n!=0){
float dotprodSpec = v_dot(re,lightVector);
if(dotprodSpec<0)
dotprodSpec=0;
x = pow(dotprodSpec, s->n)*intensity*sl->i;
}
if(x>0){
specular+=x;
}
diffuse*=scale;
specular*=scale;
}
}
break;
case POINT:
{
PointLight* pl = static_cast<PointLight*>(scene.lights[i]->li);
vector lightPoint;
v_copy(lightPoint, pl->pos);
vector lightVector;
v_subtract(lightVector,lightPoint,point);
v_normalize(lightVector);
lightVector[3]=0;
point[3]=1;
vector re, e;
v_subtract(e, scene.cam.pos, point);
v_normalize(e);
v_scale(re, normal, v_dot(e, normal)*2);
v_subtract(re, re, e);
v_normalize(re);
float dotprod = v_dot(lightVector,normal);
//if positive, we are facing the light
if(dotprod>0){
Ray rayToLight;
v_copy(rayToLight.o, point);
if(pl->size==0){
v_copy(rayToLight.d, lightVector);
} else {
vector lightTemp;
v_subtract(lightTemp,lightPoint,point);
// printf("Pre Jitter:\n");
// v_print(lightTemp);
// printf("size: %f\n",pl->size);
float sx=randFloat(-pl->size,pl->size);
float sy=randFloat(-pl->size,pl->size);
float sz=randFloat(-pl->size,pl->size);
vector jitter;
jitter[0]=sx;
jitter[1]=sy;
jitter[2]=sz;
// v_print(jitter);
v_add(lightTemp, lightTemp, jitter);
// printf("Post Jitter:\n");
// v_print(lightTemp);
v_normalize(lightTemp);
lightTemp[3]=0;
v_copy(rayToLight.d, lightTemp);
}
float scale = shadowRay(rayToLight);
diffuse+=dotprod*pl->i;
float x=-1;
if(s->n!=0){
float dotprodSpec = v_dot(re,lightVector);
if(dotprodSpec<0)
dotprodSpec=0;
x = pow(dotprodSpec, s->n)*pl->i;
}
if(x>0){
specular+=x;
}
diffuse*=scale;
specular*=scale;
}
}
break;
}
}
color[0]=s->kd*(scene.amb + diffuse)*initColor[0];
color[0]+=s->ks*specular;
color[1]=s->kd*(scene.amb + diffuse)*initColor[1];
color[1]+=s->ks*specular;
color[2]=s->kd*(scene.amb + diffuse)*initColor[2];
color[2]+=s->ks*specular;
//printf("c %f\n",color[0]);
}