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#include "omni.h"
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using namespace CGLA;
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#include "scene.h"
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extern scene* current;
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omni::omni(const CGLA::Vec3f& phi)
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{
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    set_power(phi);
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}
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void omni::set_power(const CGLA::Vec3f& phi)
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{
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    power_ = phi;
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}
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bool omni::sample(const ray& r,
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                  const hit_info& hi, 
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                  Vec3f& Li,
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                  Vec3f& w) const
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{
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    Vec3f light_point(trs_[0][3], trs_[1][3], trs_[2][3]);
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    w = normalize(light_point - hi.position);
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    float r2 = sqr_length(light_point - hi.position);
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    //send shadow feeler
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    ray s;
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    s.origin = hi.position + epsilon * w;
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    s.direction = w;
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    s.distance = std::sqrt(r2) - 2.f * epsilon;
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    s.depth = r.depth + 1;
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    if (current->intersect(s))
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        return false;
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    //compute radiance
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    Li = power_ / (4.f * float(M_PI) * r2);
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    return true;
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}
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//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007