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#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() : 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) { }
};
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)
{
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<float>(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);
}
};
};
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