cuda-based-raytrace/src/illumination/shading.cu

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#include "shading.h"
// TODO: Consider wrapping this in a class (?)
__device__ Vec3 phongShading(const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& baseColor) {
Vec3 ambient = baseColor * ambientStrength;
double diff = fmax(normal.dot(lightDir), 0.0);
Vec3 diffuse = baseColor * (diffuseStrength * diff);
Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
double spec = pow(fmax(viewDir.dot(reflectDir), 0.0), shininess);
Vec3 specular = Vec3::init(1.0, 1.0, 1.0) * (specularStrength * spec);
return ambient + diffuse + specular;
};