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c6bd230ee4
add container/indexes.hpp add tuple/indexes.hpp
169 lines
5 KiB
C++
169 lines
5 KiB
C++
#ifndef SPROUT_DARKROOM_LIGHTS_POINT_LIGHT_HPP
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#define SPROUT_DARKROOM_LIGHTS_POINT_LIGHT_HPP
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#include <limits>
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#include <sprout/config.hpp>
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#include <sprout/tuple/tuple.hpp>
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#include <sprout/tuple/functions.hpp>
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#include <sprout/utility/forward.hpp>
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#include <sprout/darkroom/access/access.hpp>
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#include <sprout/darkroom/colors/rgb.hpp>
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#include <sprout/darkroom/coords/vector.hpp>
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#include <sprout/darkroom/rays/ray.hpp>
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#include <sprout/darkroom/materials/material.hpp>
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#include <sprout/darkroom/intersects/intersection.hpp>
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#include <sprout/darkroom/objects/intersect.hpp>
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#include HDR_ALGORITHM_SSCRISK_CEL_OR_SPROUT
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namespace sprout {
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namespace darkroom {
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namespace lights {
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//
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// basic_point_light
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//
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template<
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typename Position = sprout::darkroom::coords::vector3d,
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typename Color = sprout::darkroom::colors::rgb_f
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>
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class basic_point_light {
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public:
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typedef Position position_type;
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typedef typename sprout::darkroom::access::unit<position_type>::type unit_type;
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typedef Color color_type;
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private:
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position_type pos_;
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color_type col_;
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private:
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template<typename Intersection>
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SPROUT_CONSTEXPR color_type shade_4(
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Intersection const& inter,
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unit_type const& intensity
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) const
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{
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return sprout::tuples::remake<color_type>(
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col_,
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sprout::darkroom::colors::r(col_)
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* sprout::darkroom::colors::r(
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sprout::darkroom::materials::color(
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sprout::darkroom::intersects::material(inter)
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)
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)
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* intensity
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,
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sprout::darkroom::colors::g(col_)
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* sprout::darkroom::colors::g(
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sprout::darkroom::materials::color(
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sprout::darkroom::intersects::material(inter)
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)
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)
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* intensity
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,
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sprout::darkroom::colors::b(col_)
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* sprout::darkroom::colors::b(
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sprout::darkroom::materials::color(
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sprout::darkroom::intersects::material(inter)
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)
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)
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* intensity
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);
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}
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template<typename Intersection, typename LightRayIntersection>
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SPROUT_CONSTEXPR color_type shade_3(
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Intersection const& inter,
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position_type const& diff,
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position_type const& direction,
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LightRayIntersection const& light_ray_inter
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) const
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{
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return shade_4(
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inter,
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!sprout::darkroom::intersects::does_intersect(light_ray_inter)
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|| sprout::darkroom::intersects::distance(light_ray_inter)
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> sprout::darkroom::coords::length(diff)
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|| sprout::darkroom::intersects::distance(light_ray_inter)
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< std::numeric_limits<unit_type>::epsilon()
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? NS_SSCRISK_CEL_OR_SPROUT::max(
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std::numeric_limits<unit_type>::epsilon(),
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sprout::darkroom::coords::dot(
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direction,
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sprout::darkroom::intersects::normal(inter)
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)
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/ (sprout::darkroom::coords::length(diff) + 1)
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)
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: 0
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);
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}
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template<typename Intersection, typename Objects>
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SPROUT_CONSTEXPR color_type shade_2(
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Intersection const& inter,
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Objects const& objs,
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position_type const& diff,
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position_type const& direction
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) const
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{
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return shade_3(
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inter,
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diff,
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direction,
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sprout::darkroom::objects::intersect_list(
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objs,
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sprout::darkroom::rays::make_ray(
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sprout::darkroom::coords::add(
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sprout::darkroom::coords::scale(
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direction,
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std::numeric_limits<unit_type>::epsilon() * 256
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),
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sprout::darkroom::intersects::point_of_intersection(inter)
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),
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direction
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)
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)
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);
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}
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template<typename Intersection, typename Objects>
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SPROUT_CONSTEXPR color_type shade_1(
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Intersection const& inter,
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Objects const& objs,
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position_type const& diff
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) const
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{
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return shade_2(
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inter,
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objs,
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diff,
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sprout::darkroom::coords::normalize(diff)
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);
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}
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public:
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SPROUT_CONSTEXPR basic_point_light(
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position_type const& pos,
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color_type const& col
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)
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: pos_(pos)
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, col_(col)
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{}
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template<typename Intersection, typename Objects>
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SPROUT_CONSTEXPR color_type operator()(Intersection const& inter, Objects const& objs) const {
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return shade_1(
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inter,
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objs,
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sprout::darkroom::coords::sub(
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pos_,
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sprout::darkroom::intersects::point_of_intersection(inter)
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)
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);
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}
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};
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//
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// make_point_light
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//
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template<typename Position, typename Color>
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inline SPROUT_CONSTEXPR sprout::darkroom::lights::basic_point_light<Position, Color>
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make_point_light(Position const& pos, Color const& col) {
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return sprout::darkroom::lights::basic_point_light<Position, Color>(pos, col);
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}
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} // namespace lights
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} // namespace darkroom
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} // namespace sprout
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#endif // #ifndef SPROUT_DARKROOM_LIGHTS_POINT_LIGHT_HPP
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