1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
#pragma once
#include <glm/glm.hpp>
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;
double discriminant = 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);
}
};
};
|