#pragma once #include 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; }; class Material { public: 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) { } public: glm::vec3 m_color; float m_specular; float m_emission; }; class Object { public: 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; float discriminant = static_cast(b*b - 4*a*c); if (discriminant < 0) return false; float intercept = (-b - sqrt(discriminant)) / (2.0f*a); if (intercept < 0) { intercept = (-b + sqrt(discriminant)) / (2.0f*a); if (intercept < 0) return false; } t = intercept; return true; } 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; }; };