cloudy-raytracer/light/spotlight.cpp

40 lines
1.6 KiB
C++

#include "light/spotlight.h"
#include "scene/scene.h"
SpotLight::SpotLight(Vector3d const &position, Vector3d const &direction, float alphaMin, float alphaMax, float intensity, Color const &color)
: Light(intensity, color), position(position), direction(normalized(direction)), alphaMin(alphaMin), alphaMax(alphaMax) {}
Light::Illumination SpotLight::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);
illum.distance = distance;
// 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;
// Determine the angle of the inner cone
float const alpha = std::fabs(std::acos(dotProduct(illum.direction, this->direction)) * 180.0f / float(PI));
// If the target is within the cone...
if (this->alphaMax > alpha) {
// ... and not in shadow ...
if (!scene.findOcclusion(lightRay)) {
// ... compute the attenuation and light color ...
Color rayTransparency = scene.getTransparency(lightRay, distance);
illum.color = 1.0f / (distance * distance) * this->color * this->intensity * rayTransparency;
// ... then compute the falloff towards the edge of the cone
if (this->alphaMin < alpha)
illum.color *= 1.0f - (alpha - this->alphaMin) / (this->alphaMax - this->alphaMin);
}
}
return illum;
}