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#include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect
#include <glm/exponential.hpp>// glm::pow
#include <glm/gtc/random.hpp>// glm::vecRand3
glm::vec3 lighting
(
intersection const & Intersection,
material const & Material,
light const & Light,
glm::vec3 const & View
)
{
glm::vec3 Color(0.0f);
glm::vec3 LightVector(glm::normalize(
Light.position() - Intersection.globalPosition() +
glm::vecRand3(0.0f, Light.inaccuracy()));
if(!shadow(Intersection.globalPosition(), Light.position(), LightVector))
{
float Diffuse = glm::dot(Intersection.normal(), LightVector);
if(Diffuse <= 0.0f)
return Color;
if(Material.isDiffuse())
Color += Light.color() * Material.diffuse() * Diffuse;
if(Material.isSpecular())
{
glm::vec3 Reflect(glm::reflect(
glm::normalize(-LightVector),
glm::normalize(Intersection.normal())));
float Dot = glm::dot(Reflect, View);
float Base = Dot > 0.0f ? Dot : 0.0f;
float Specular = glm::pow(Base, Material.exponent());
Color += Material.specular() * Specular;
}
}
return Color;
}