70 lines
2.3 KiB
C++
70 lines
2.3 KiB
C++
/*
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* Created by Brett Terpstra 6920201 on 18/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#ifndef STEP_2_TYPES_H
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#define STEP_2_TYPES_H
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#include <math/vectors.h>
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#include <math/colliders.h>
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// there were some files which needed access to these types
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// but including them from world.h would've resulted in circular includes,
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// so I moved them here.
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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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protected:
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vec4 position;
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Material* material;
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AABB aabb;
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public:
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explicit Object(Material* material, const vec4& position): material(material), position(position) {};
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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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[[nodiscard]] Material* getMaterial() const { return material; }
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[[nodiscard]] vec4 getPosition() const {return position;}
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[[nodiscard]] AABB getAABB() const {return aabb;}
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virtual ~Object() = default;
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};
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}
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#endif //STEP_2_TYPES_H
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