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#pragma once
#include <vector>
#include <limits>
#include "Object.h"
namespace Donut
{
class Scene
{
public:
std::vector<Object> objs;
glm::vec3 m_LightPos;
Scene()
: m_LightPos(5.0f, 5.0f, 5.0f) { }
glm::vec3 Trace(Ray &ray)
{
float closest = std::numeric_limits<float>::infinity();
const Object* hitObj = nullptr;
for(auto& obj : objs)
{
float t;
if(obj.Intersect(ray, t))
if(t < closest)
{
closest = t;
hitObj = &obj;
}
}
if(hitObj)
{
glm::vec3 hitPoint = ray.m_Origin + ray.m_Direction * closest;
glm::vec3 normal = hitObj->GetNormal(hitPoint);
glm::vec3 lightDir = glm::normalize(m_LightPos - hitPoint);
float diff = std::max(glm::dot(normal, lightDir), 0.0f);
Ray shadowRay(hitPoint + normal * 0.001f, lightDir);
bool inShadow = false;
for(auto& obj : objs)
{
float t;
if(obj.Intersect(shadowRay, t))
{
inShadow = true;
break;
}
}
glm::vec3 color = hitObj->m_Material.m_Color;
float ambient = 0.1f;
if (inShadow)
return color * ambient;
return color * (ambient + diff * 0.9f);
}
return glm::vec3(0.0f, 0.0f, 0.1f);
}
};
};
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