#include "light/pointlight.h" #include "scene/scene.h" PointLight::PointLight(Vector3d const &position, float intensity, Color const &color) : Light(intensity, color), position(position) {} Light::Illumination PointLight::illuminate(Scene const &scene, Ray const &ray) const { Vector3d const target = ray.origin + (ray.length - LGT_EPS) * ray.direction; // Illumination object Illumination illum; illum.direction = normalized(target - this->position); // Precompute the distance from the light source float const distance = length(target - this->position); // Define a secondary ray from the surface point to the light source. Ray lightRay; lightRay.origin = target; lightRay.direction = -illum.direction; lightRay.length = distance - LGT_EPS; // If the target is not in shadow... if (!scene.findOcclusion(lightRay)) // ... compute the attenuation and light color illum.color = 1.0f / (distance * distance) * this->color * this->intensity; return illum; }