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/*
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* Created by Brett Terpstra 6920201 on 16/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#ifndef STEP_2_WORLD_H
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#define STEP_2_WORLD_H
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#include <util/std.h>
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#include <math/vectors.h>
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#include <util/models.h>
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#include <utility>
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namespace Raytracing {
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struct HitData {
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// all the other values only matter if this is true
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bool hit{false};
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// the hit point on the object
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vec4 hitPoint{};
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// the normal of that hit point
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vec4 normal{};
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// the length of the vector from its origin in its direction.
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PRECISION_TYPE length{0};
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};
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struct ScatterResults {
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// returns true to recast the ray with the provided ray
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bool scattered;
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// the new ray to be cast if scattered
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Ray newRay;
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// the color of the material
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vec4 attenuationColor;
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};
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class Material {
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private:
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// most materials will need an albedo
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vec4 baseColor;
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public:
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explicit Material(const vec4& baseColor): baseColor(baseColor) {}
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// returns true if the ray was scattered along with the scattered ray, otherwise will return false with empty ray.
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// the returned vec4 is the attenuation color
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[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const = 0;
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[[nodiscard]] vec4 getBaseColor() const { return baseColor; }
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};
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class Object {
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private:
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Material* material;
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public:
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explicit Object(Material* material): material(material) {};
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// return true if the ray intersects with this object, only between min and max
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const = 0;
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Material* getMaterial() { return material; }
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virtual ~Object() = default;
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};
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class SphereObject : public Object {
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private:
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vec4 position;
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PRECISION_TYPE radius;
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public:
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SphereObject(const vec4& position, PRECISION_TYPE radius, Material* material): position(position), radius(radius), Object(material) {}
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
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};
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class TriangleObject : public Object {
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private:
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vec4 position;
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Triangle theTriangle;
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public:
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TriangleObject(const vec4& position, Triangle theTriangle, Material* material): Object(material), position(position),
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theTriangle(std::move(theTriangle)) {}
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[[nodiscard]] virtual HitData checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
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};
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class DiffuseMaterial : public Material {
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private:
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public:
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explicit DiffuseMaterial(const vec4& scatterColor): Material(scatterColor) {}
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[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const;
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};
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class MetalMaterial : public Material {
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protected:
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static inline vec4 reflect(const vec4& incomingVector, const vec4& normal) {
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return incomingVector - 2 * vec4::dot(incomingVector, normal) * normal;
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}
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public:
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explicit MetalMaterial(const vec4& metalColor): Material(metalColor) {}
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[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const;
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};
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class BrushedMetalMaterial : public MetalMaterial {
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private:
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PRECISION_TYPE fuzzyness;
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public:
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explicit BrushedMetalMaterial(const vec4& metalColor, PRECISION_TYPE fuzzyness): MetalMaterial(metalColor), fuzzyness(fuzzyness) {}
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[[nodiscard]] virtual ScatterResults scatter(const Ray& ray, const HitData& hitData) const;
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};
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class World {
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private:
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// store all the objects in the world,
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std::vector<Object*> objects;
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/*TODO: create a kd-tree or bvh version to store the objects
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* this way we can easily tell if a ray is near and object or not
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* saving on computation
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*/
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std::unordered_map<std::string, Material*> materials;
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public:
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World() = default;
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World(const World& world) = delete;
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World(const World&& world) = delete;
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inline void add(Object* object) { objects.push_back(object); }
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inline void addMaterial(const std::string& materialName, Material* mat) { materials.insert({materialName, mat}); }
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inline Material* getMaterial(const std::string& materialName) { return materials.at(materialName); }
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[[nodiscard]] virtual std::pair<HitData, Object*> checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const;
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~World();
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};
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}
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#endif //STEP_2_WORLD_H
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