diff options
Diffstat (limited to 'src/intersect')
-rw-r--r-- | src/intersect/intersect.cpp | 6 | ||||
-rw-r--r-- | src/intersect/normals.cpp | 118 |
2 files changed, 71 insertions, 53 deletions
diff --git a/src/intersect/intersect.cpp b/src/intersect/intersect.cpp index cc3143d..3e8493c 100644 --- a/src/intersect/intersect.cpp +++ b/src/intersect/intersect.cpp @@ -114,7 +114,7 @@ glm::vec4 intersectCylinder( { float t = FINF; - // implicit: x^2 + z^2 = r^2, y + w between -.5, 5 rectuangular side + // implicit: x^2 + z^2 = r^2, y + w between -.5, .5 rectuangular side float radius = 0.5f; float a = d.x*d.x + d.z*d.z; float b = 2.f * (p.x*d.x + p.z*d.z); @@ -149,7 +149,7 @@ glm::vec4 intersectCylinder( // implicit y + w = .5f, top base - float tTop = (.5f - p.y - p.y) / (d[3] + d.y); + float tTop = (.5f - p.y - p[3]) / (d[3] + d.y); auto pTop = p + tTop * d; if ( tTop > 0 && @@ -162,7 +162,7 @@ glm::vec4 intersectCylinder( // implicit p_y + t*d_y = -.5f, Bottom base - float tBase = (.5f - p.y - p.y) / (d[3] + d.y); + float tBase = (.5f - p.y - p[3]) / (d[3] + d.y); auto pBase = p + tBase * d; if ( tBase > 0 && diff --git a/src/intersect/normals.cpp b/src/intersect/normals.cpp index 50d4af5..84db534 100644 --- a/src/intersect/normals.cpp +++ b/src/intersect/normals.cpp @@ -4,104 +4,122 @@ #include "raytracer/raytracer.h" -glm::vec3 getConeNormal( - glm::vec4 intersectPointObject) +glm::vec4 getConeNormal( + glm::vec4 intersectPointObject) { - if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for base + if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for y base { - return {0.f, -1.f, 0.f}; + return {0.f, -1.f, 0.f, 0.f}; } - if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for top + if (RayTracer::floatEquals(intersectPointObject[3], -.5f)) // normal for w base { - return {0.f, 1.f, 0.f}; + return {0.f, 0.f, 0.f, -1.f}; + } + if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for y top + { + return {0.f, 1.f, 0.f, 0.f}; + } + if (RayTracer::floatEquals(intersectPointObject[3], .5f)) // normal for w top + { + return {0.f, 0.f, 0.f, 1.f}; } - // gradient in object space for cone top is 2x, r^2 - .5*y, 2z - return glm::vec3{ - 2.f * intersectPointObject.x, - .25f - .5f * intersectPointObject.y, - 2.f * intersectPointObject.z + // gradient in object space for cone top is 2x, r^2 - .5*y, 2z, r^2 - .5*w + return glm::vec4{ + 2.f * intersectPointObject.x, + .25f - .5f * intersectPointObject.y, + 2.f * intersectPointObject.z, + .25f - .5f * intersectPointObject[3] }; } -glm::vec3 getCylinderNormal( - glm::vec4 intersectPointObject) +glm::vec4 getCylinderNormal( + glm::vec4 intersectPointObject) { - if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for base + if (RayTracer::floatEquals(intersectPointObject.y + intersectPointObject[3], -.5f)) // normal for base { - return {0.f, -1.f, 0.f}; + return {0.f, -1.f, 0.f, -1.f}; } - if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for top + if (RayTracer::floatEquals(intersectPointObject.y + intersectPointObject[3], .5f)) // normal for top { - return {0.f, 1.f, 0.f}; + return {0.f, 1.f, 0.f, 1.f}; } // gradient in object space for cylinder top is 2x, 0, 2z - return glm::vec3{ - 2.f * intersectPointObject.x, - 0.f, - 2.f * intersectPointObject.z + return glm::vec4{ + 2.f * intersectPointObject.x, + 0.f, + 2.f * intersectPointObject.z, + 0.f }; } -glm::vec3 getCubeNormal( - glm::vec4 intersectPointObject) +glm::vec4 getCubeNormal( + glm::vec4 intersectPointObject) { if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // neg y { - return {0.f, -1.f, 0.f}; + return {0.f, -1.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // pos y { - return {0.f, 1.f, 0.f}; + return {0.f, 1.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.x, -.5f)) // neg x { - return {-1.f, 0.f, 0.f}; + return {-1.f, 0.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.x, .5f)) // pos x { - return {1.f, 0.f, 0.f}; + return {1.f, 0.f, 0.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.z, -.5f)) // neg z { - return {0.f, 0.f, -1.f}; + return {0.f, 0.f, -1.f, 0.f}; } if (RayTracer::floatEquals(intersectPointObject.z, .5f)) // pos z { - return {0.f, 0.f, 1.f}; + return {0.f, 0.f, 1.f, 0.f}; } - return glm::vec3(0.f); + if (RayTracer::floatEquals(intersectPointObject[3], -.5f)) // neg w + { + return {0.f, 0.f, 0.f, -1.f}; + } + if (RayTracer::floatEquals(intersectPointObject[3], .5f)) // pos w + { + return {0.f, 0.f, 0.f, 1.f}; + } + return glm::vec4(0.f); } glm::vec4 getSphereNormal( - glm::vec4 intersectPointObject) + glm::vec4 intersectPointObject) { return {2.f * intersectPointObject.x, 2.f * intersectPointObject.y, - 2.f * intersectPointObject.z, + 2.f * intersectPointObject.z, 2.f * intersectPointObject.w}; } -glm::vec3 RayTracer::getNormal( - glm::vec4 intersectPointObject, - const RenderShapeData& shape, - const RayTraceScene &scene) +glm::vec4 RayTracer::getNormal( + glm::vec4 intersectPointObject, + const RenderShapeData& shape, + const RayTraceScene &scene) { switch(shape.primitive.type) { - case PrimitiveType::PRIMITIVE_SPHERE: - // gradient in object space for sphere is 2x, 2y, 2z - // return 2.f * intersectPointObject; - return getSphereNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_CONE: - return getConeNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_CYLINDER: - return getCylinderNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_CUBE: - return getCubeNormal(intersectPointObject); - case PrimitiveType::PRIMITIVE_MESH: - break; + case PrimitiveType::PRIMITIVE_SPHERE: + // gradient in object space for sphere is 2x, 2y, 2z + // return 2.f * intersectPointObject; + return getSphereNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_CONE: + return getConeNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_CYLINDER: + return getCylinderNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_CUBE: + return getCubeNormal(intersectPointObject); + case PrimitiveType::PRIMITIVE_MESH: + break; } - return glm::vec3(0.f); -}
\ No newline at end of file + return glm::vec4(0.f); +} |