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Assignment-2 #5
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Assignment-2 #5
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Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -30,6 +30,7 @@ class CScene | |
void add(const ptr_prim_t pPrim) | ||
{ | ||
// --- PUT YOUR CODE HERE --- | ||
m_vpPrims.push_back(pPrim); | ||
} | ||
/** | ||
* @brief Adds a new light to the scene | ||
|
@@ -38,6 +39,7 @@ class CScene | |
void add(const ptr_light_t pLight) | ||
{ | ||
// --- PUT YOUR CODE HERE --- | ||
m_vpLights.push_back(pLight); | ||
} | ||
/** | ||
* @brief Adds a new camera to the scene and makes it to ba active | ||
|
@@ -46,6 +48,10 @@ class CScene | |
void add(const ptr_camera_t pCamera) | ||
{ | ||
// --- PUT YOUR CODE HERE --- | ||
m_vpCameras.push_back(pCamera); | ||
std::vector<ptr_camera_t>::iterator it = std::find(m_vpCameras.begin(), m_vpCameras.end(), pCamera); | ||
m_activeCamera = std::distance(m_vpCameras.begin(), it); | ||
|
||
} | ||
/** | ||
* @brief Returns the container with all scene light source objects | ||
|
@@ -67,7 +73,17 @@ class CScene | |
*/ | ||
bool intersect(Ray& ray) const | ||
{ | ||
// --- PUT YOUR CODE HERE --- | ||
// --- PUT YOUR CODE HERE -- | ||
/*bool check = false; | ||
for (auto& current : m_vpPrims) | ||
check |= current->intersect(ray); | ||
return check; | ||
*/ | ||
for (auto i = m_vpPrims.begin(); i != m_vpPrims.end(); i++) { | ||
if ((*i)->intersect(ray)) { | ||
return true; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. you exit the method once the first intersection was found - but you need to find the nearest one! |
||
} | ||
} | ||
return false; | ||
} | ||
|
||
|
@@ -77,7 +93,7 @@ class CScene | |
bool occluded(Ray& ray) | ||
{ | ||
// --- PUT YOUR CODE HERE --- | ||
return false; | ||
return intersect(ray); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Might be optimized here... |
||
} | ||
|
||
/** | ||
|
@@ -87,10 +103,29 @@ class CScene | |
Vec3f RayTrace(Ray& ray) const | ||
{ | ||
// --- PUT YOUR CODE HERE --- | ||
return Vec3f(); | ||
} | ||
/*if (intersect(ray) == true) | ||
return RGB(1, 1, 1); //used for the first task | ||
else | ||
return RGB(0, 0, 0);*/ | ||
|
||
Vec3f color = m_bgColor; | ||
|
||
for (auto primitive : m_vpPrims) | ||
{ | ||
if (primitive->intersect(ray)) | ||
{ | ||
color = ray.hit->getShader()->shade(ray); | ||
} | ||
} | ||
return color; | ||
|
||
} | ||
|
||
public: | ||
std::vector<ptr_light_t> getLights() | ||
{ | ||
return m_vpLights; | ||
} | ||
private: | ||
Vec3f m_bgColor; ///< background color | ||
std::vector<ptr_prim_t> m_vpPrims; ///< primitives | ||
|
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Intensity should not be normalized...