blob: 4b41203814290b009583281fe5ab9112b99af4a1 (
plain)
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
|
#pragma once
#include <vector>
#include <limits>
#include "object.h"
namespace Donut
{
class Scene
{
public:
Scene()
: m_light_pos(5.0f, 5.0f, 5.0f) { }
auto trace(Ray& ray) -> glm::vec3
{
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);
}
public:
std::vector<Object> objs;
glm::vec3 m_light_pos;
};
};
|