#pragma once #include 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)) { } }; class Material { public: glm::vec3 m_Color; float m_Specular; float m_Emission; Material(glm::vec3 c, float s, float e) : m_Color(c), m_Specular(s), m_Emission(e) { } }; class Object { public: glm::vec3 m_Centre; float m_Radius; Material 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) { 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; } glm::vec3 GetNormal(glm::vec3 &point) const { return glm::normalize(point - m_Centre); } }; };