#include #include #include #include #include #include #include "libobj/obj.h" #include "graphics.h" #include "internal.h" double sign(double n) { return n == 0? 0: n < 0? -1: 1; } double step(double edge, double n) { if(n < edge) return 0; return 1; } double smoothstep(double edge0, double edge1, double n) { double t; t = fclamp((n-edge0)/(edge1-edge0), 0, 1); return t*t * (3 - 2*t); } /* TODO apply attenuation for punctual lights */ Color getlightcolor(LightSource *l, Point3 dir) { double cθs, cθu, cθp, t; /* see “Spotlights”, Real-Time Rendering 4th ed. § 5.2.2 */ if(l->type == LIGHT_SPOT){ cθs = dotvec3(mulpt3(dir, -1), l->dir); cθu = cos(l->θu); cθp = cos(l->θp); // return mulpt3(l->c, smoothstep(cθu, cθp, cθs)); t = fclamp((cθs - cθu)/(cθp - cθu), 0, 1); return mulpt3(l->c, t*t); } return l->c; }