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#include "scene.h"
namespace Donut
{
Scene::Scene()
: m_light_pos(5.0f, 5.0f, 5.0f) { }
glm::vec3 Scene::trace(Ray &ray)
{
float closest = std::numeric_limits<float>::infinity();
const Object* hit_obj = nullptr;
for(auto& obj : objs)
{
float t;
if(obj.intersect(ray, t))
if(t < closest)
{
closest = t;
hit_obj = &obj;
}
}
if(hit_obj)
{
glm::vec3 hit_point = ray.m_origin + ray.m_direction * closest;
glm::vec3 normal = hit_obj->get_normal(hit_point);
glm::vec3 light_dir = glm::normalize(m_light_pos - hit_point);
float diff = std::max(glm::dot(normal, light_dir), 0.0f);
Ray shadow_ray(hit_point + normal * 0.001f, light_dir);
bool in_shadow = false;
for(auto& obj : objs)
{
float t;
if(obj.intersect(shadow_ray, t))
{
in_shadow = true;
break;
}
}
glm::vec3 color = hit_obj->m_material.m_color;
float ambient = 0.1f;
if (in_shadow)
return color * ambient;
return color * (ambient + diff * 0.9f);
}
return glm::vec3(0.0f, 0.0f, 0.1f);
}
}
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