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authorhachem <im@hachem.wtf>2026-08-20 02:27:02 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:40:07 +0200
commit5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch)
tree34db1df17e8c7248aeeb92156d635d31c2484e3f /src/engine/scene.h
parente3abaaf59777258ba06705135a0cafcb5918ad12 (diff)
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'src/engine/scene.h')
-rw-r--r--src/engine/scene.h70
1 files changed, 70 insertions, 0 deletions
diff --git a/src/engine/scene.h b/src/engine/scene.h
new file mode 100644
index 0000000..4b41203
--- /dev/null
+++ b/src/engine/scene.h
@@ -0,0 +1,70 @@
+#pragma once
+
+#include <vector>
+#include <limits>
+
+#include "object.h"
+
+namespace Donut
+{
+ class Scene
+ {
+ public:
+ Scene()
+ : m_light_pos(5.0f, 5.0f, 5.0f) { }
+
+ auto trace(Ray& ray) -> glm::vec3
+ {
+ float closest = std::numeric_limits<float>::infinity();
+ const Object* hit_obj = nullptr;
+
+ for (auto& obj : objs)
+ {
+ float t;
+
+ if (obj.intersect(ray, t))
+ if (t < closest)
+ {
+ closest = t;
+ hit_obj = &obj;
+ }
+ }
+
+ if (hit_obj)
+ {
+ glm::vec3 hit_point = ray.m_origin + ray.m_direction * closest;
+ glm::vec3 normal = hit_obj->get_normal(hit_point);
+ glm::vec3 light_dir = glm::normalize(m_light_pos - hit_point);
+
+ float diff = std::max(glm::dot(normal, light_dir), 0.0f);
+
+ Ray shadow_ray(hit_point + normal * 0.001f, light_dir);
+ bool in_shadow = false;
+
+ for (auto& obj : objs)
+ {
+ float t;
+
+ if (obj.intersect(shadow_ray, t))
+ {
+ in_shadow = true;
+ break;
+ }
+ }
+
+ glm::vec3 color = hit_obj->m_material.m_color;
+ float ambient = 0.1f;
+
+ if (in_shadow)
+ return color * ambient;
+ return color * (ambient + diff * 0.9f);
+ }
+
+ return glm::vec3(0.0f, 0.0f, 0.1f);
+ }
+
+ public:
+ std::vector<Object> objs;
+ glm::vec3 m_light_pos;
+ };
+};