Sprout/sprout/darkroom/lights/point_light.hpp
bolero-MURAKAMI c6bd230ee4 fix inline
add container/indexes.hpp
add tuple/indexes.hpp
2012-04-04 22:23:41 +09:00

169 lines
5 KiB
C++

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