From 5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 20 Aug 2026 02:27:02 +0200 Subject: [chore]: MASSIVE refactor + more vulkan bs --- src/Engine/Object.h | 73 ++++++++++++++++++++++++++++------------------------- 1 file changed, 38 insertions(+), 35 deletions(-) (limited to 'src/Engine/Object.h') diff --git a/src/Engine/Object.h b/src/Engine/Object.h index 842708e..8101540 100644 --- a/src/Engine/Object.h +++ b/src/Engine/Object.h @@ -7,67 +7,70 @@ namespace Donut class Ray { public: - glm::vec3 m_Direction; - glm::vec3 m_Origin; + Ray(glm::vec3 o, glm::vec3 d) + : m_origin(o), + m_direction(glm::normalize(d)) { } - Ray(glm::vec3 o, glm::vec3 d) - : m_Origin(o), - m_Direction(glm::normalize(d)) { } + public: + glm::vec3 m_direction; + glm::vec3 m_origin; }; 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() : 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_Emission(e) { } + : 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), - m_Material(m) { } - - bool Intersect(Ray &ray, float &t) + 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), + m_material(m) { } + + 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 b = 2.0f * glm::dot(oc, ray.m_Direction); - float c = glm::dot(oc, oc) - m_Radius * m_Radius; + glm::vec3 oc = ray.m_origin - m_centre; + 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(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 GetNormal(glm::vec3 &point) const + + auto get_normal(glm::vec3& point) const -> glm::vec3 { - return glm::normalize(point - m_Centre); + return glm::normalize(point - m_centre); } + + public: + glm::vec3 m_centre; + float m_radius; + Material m_material; }; }; -- cgit v1.3