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#pragma once
#include <glm/glm.hpp>
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<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;
}
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;
};
};
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