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//
// Created by Michael Foiani on 11/4/23.
//
#include "raytracer/raytracer.h"
glm::vec3 getConeNormal(
glm::vec4 intersectPointObject)
{
if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for base
{
return {0.f, -1.f, 0.f};
}
if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for top
{
return {0.f, 1.f, 0.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
};
}
glm::vec3 getCylinderNormal(
glm::vec4 intersectPointObject)
{
if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // normal for base
{
return {0.f, -1.f, 0.f};
}
if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // normal for top
{
return {0.f, 1.f, 0.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
};
}
glm::vec3 getCubeNormal(
glm::vec4 intersectPointObject)
{
if (RayTracer::floatEquals(intersectPointObject.y, -.5f)) // neg y
{
return {0.f, -1.f, 0.f};
}
if (RayTracer::floatEquals(intersectPointObject.y, .5f)) // pos y
{
return {0.f, 1.f, 0.f};
}
if (RayTracer::floatEquals(intersectPointObject.x, -.5f)) // neg x
{
return {-1.f, 0.f, 0.f};
}
if (RayTracer::floatEquals(intersectPointObject.x, .5f)) // pos x
{
return {1.f, 0.f, 0.f};
}
if (RayTracer::floatEquals(intersectPointObject.z, -.5f)) // neg z
{
return {0.f, 0.f, -1.f};
}
if (RayTracer::floatEquals(intersectPointObject.z, .5f)) // pos z
{
return {0.f, 0.f, 1.f};
}
return glm::vec3(0.f);
}
glm::vec3 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;
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);
}
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