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-rw-r--r--src/engine/scene.h47
1 files changed, 24 insertions, 23 deletions
diff --git a/src/engine/scene.h b/src/engine/scene.h
index 2ac9cd8..4b41203 100644
--- a/src/engine/scene.h
+++ b/src/engine/scene.h
@@ -7,63 +7,64 @@
namespace Donut
{
- class Scene
+ class Scene
{
public:
- std::vector<Object> objs;
- glm::vec3 m_light_pos;
-
- Scene()
+ Scene()
: m_light_pos(5.0f, 5.0f, 5.0f) { }
-
- glm::vec3 trace(Ray &ray)
+
+ auto trace(Ray& ray) -> glm::vec3
{
float closest = std::numeric_limits<float>::infinity();
const Object* hit_obj = nullptr;
-
- for(auto& obj : objs)
+
+ for (auto& obj : objs)
{
float t;
- if(obj.intersect(ray, t))
- if(t < closest)
+ if (obj.intersect(ray, t))
+ if (t < closest)
{
closest = t;
hit_obj = &obj;
}
}
-
- if(hit_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)
+
+ for (auto& obj : objs)
{
float t;
- if(obj.intersect(shadow_ray, 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)
+
+ if (in_shadow)
return color * ambient;
return color * (ambient + diff * 0.9f);
}
-
- return glm::vec3(0.0f, 0.0f, 0.1f);
+
+ return glm::vec3(0.0f, 0.0f, 0.1f);
}
+
+ public:
+ std::vector<Object> objs;
+ glm::vec3 m_light_pos;
};
};