diff options
Diffstat (limited to 'src/engine/object.h')
| -rw-r--r-- | src/engine/object.h | 55 |
1 files changed, 29 insertions, 26 deletions
diff --git a/src/engine/object.h b/src/engine/object.h index 790fe25..8101540 100644 --- a/src/engine/object.h +++ b/src/engine/object.h @@ -7,67 +7,70 @@ namespace Donut class Ray { public: + Ray(glm::vec3 o, glm::vec3 d) + : m_origin(o), + m_direction(glm::normalize(d)) { } + + public: glm::vec3 m_direction; glm::vec3 m_origin; - - Ray(glm::vec3 o, glm::vec3 d) - : m_origin(o), - m_direction(glm::normalize(d)) { } }; class Material { public: - glm::vec3 m_color; - float m_specular; - float m_emission; - Material() : m_color(1.0f, 1.0f, 1.0f), m_specular(0.5f), m_emission(0.0f) { } Material(glm::vec3 c, float s, float e) - : m_color(c), - m_specular(s), + : m_color(c), + m_specular(s), m_emission(e) { } + + public: + glm::vec3 m_color; + float m_specular; + float m_emission; }; class Object { public: - glm::vec3 m_centre; - float m_radius; - Material m_material; - Object() : m_centre(0.0f, 0.0f, 0.0f), m_radius(1.0f), m_material() { } - Object(glm::vec3 c, float r, Material m) - : m_centre(c), - m_radius(r), + Object(glm::vec3 c, float r, Material m) + : m_centre(c), + m_radius(r), m_material(m) { } - - bool intersect(Ray &ray, float &t) + + auto intersect(Ray& ray, float& t) -> bool { glm::vec3 oc = ray.m_origin - m_centre; - float a = glm::dot(ray.m_direction, ray.m_direction); + float a = glm::dot(ray.m_direction, ray.m_direction); float b = 2.0f * glm::dot(oc, ray.m_direction); float c = glm::dot(oc, oc) - m_radius * m_radius; float discriminant = static_cast<float>(b*b - 4*a*c); - if(discriminant < 0) + if (discriminant < 0) return false; - + float intercept = (-b - sqrt(discriminant)) / (2.0f*a); - if(intercept < 0) + if (intercept < 0) { intercept = (-b + sqrt(discriminant)) / (2.0f*a); - if(intercept<0) + if (intercept < 0) return false; } t = intercept; return true; } - - glm::vec3 get_normal(glm::vec3 &point) const + + auto get_normal(glm::vec3& point) const -> glm::vec3 { return glm::normalize(point - m_centre); } + + public: + glm::vec3 m_centre; + float m_radius; + Material m_material; }; }; |
