cloudy-raytracer/shader/phongshader.cpp

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#include "light/light.h"
#include "scene/scene.h"
#include "shader/phongshader.h"
PhongShader::PhongShader(Color const &diffuseColor, float diffuseCoefficient, Color const &specularColor,
float specularCoefficient, float shininessExponent)
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: diffuseColor(diffuseColor), diffuseCoefficient(diffuseCoefficient), specularColor(specularColor),
specularCoefficient(specularCoefficient), shininessExponent(shininessExponent) {}
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Color PhongShader::shade(Scene const &scene, Ray const &ray) const {
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Color fragmentColor;
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for (auto &light: scene.lights()) {
auto illum = light->illuminate(scene, ray);
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Vector3d omegaI = normalized(illum.direction);
Vector3d omegaR = 2 * dotProduct(omegaI, ray.normal) * ray.normal - omegaI;
float cosPsi = std::max(0.0f, dotProduct(ray.direction, omegaR));
fragmentColor += illum.color * diffuseCoefficient * diffuseColor / PI
+ illum.color * specularCoefficient * specularColor * std::pow(cosPsi, shininessExponent);
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}
return fragmentColor;
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}