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#ifndef OBJECT_H
#define OBJECT_H
#include <memory>
#include "vector.hpp"
#include "ray.hpp"
class Color : public Vec3d {
public:
Color() {}
Color(const Vec3d &v) : Vec3d(v) {}
Color(double r, double g, double b) : Vec3d(r, g, b) {}
uint8_t r() { return m_x * 255; }
uint8_t g() { return m_y * 255; }
uint8_t b() { return m_z * 255; }
Color& operator+=(const Color& op) {
Vec3d::operator+=(op);
return *this;
}
void clamp();
};
// Implements phong BRDF
class Material {
public:
Material(Color color, double defuse, double emissive=0);
Color reflect(const Vec3d &normal, const Vec3d &in, const Vec3d &out, const Color &incol) const;
Color emits() const {
return m_color * m_emissive;
}
// Whether the material is reflective
bool reflects() const { return m_defuse > 0; }
private:
Color m_color;
double m_defuse;
double m_emissive;
};
class Shape {
public:
Shape(const Material &mat) : m_mat(mat) { }
virtual Vec3d norm_at(const Vec3d &point, const Vec3d &indir) const = 0;
virtual double intersect(const Ray &ray, bool skip_dist) const = 0;
const Material &m_mat;
};
class Sphere : public Shape {
public:
Sphere(const Material &mat, Vec3d center, double radius);
Vec3d norm_at(const Vec3d &point, const Vec3d &indir) const;
double intersect(const Ray &ray, bool skip_dist) const;
private:
Vec3d m_center;
double m_radius;
};
class Plane : public Shape {
public:
Plane(const Material &mat, Vec3d start, Vec3d norm);
Vec3d norm_at(const Vec3d &point, const Vec3d &indir) const;
double intersect(const Ray &ray, bool skip_dist) const;
private:
Vec3d m_start;
Vec3d m_norm;
};
#endif
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