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-rw-r--r--src/engine/scene.h55
1 files changed, 52 insertions, 3 deletions
diff --git a/src/engine/scene.h b/src/engine/scene.h
index abe582e..2ac9cd8 100644
--- a/src/engine/scene.h
+++ b/src/engine/scene.h
@@ -2,7 +2,6 @@
#include <vector>
#include <limits>
-#include <glm/glm.hpp>
#include "object.h"
@@ -14,7 +13,57 @@ namespace Donut
std::vector<Object> objs;
glm::vec3 m_light_pos;
- Scene();
- glm::vec3 trace(Ray &ray);
+ Scene()
+ : m_light_pos(5.0f, 5.0f, 5.0f) { }
+
+ glm::vec3 trace(Ray &ray)
+ {
+ 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);
+ }
};
};