Added ray-disk intersection and material definition.

This commit is contained in:
2016-12-28 02:17:48 -04:00
parent d25a3c62b8
commit 2bec46b580
8 changed files with 1599 additions and 2939 deletions

40
disk.hpp Normal file
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#pragma once
#ifndef DISK_HPP
#define DISK_HPP
#include <glm/glm.hpp>
#include "plane.hpp"
using glm::vec3;
using glm::normalize;
class Disk : public Plane {
public:
float m_radius;
Disk(): m_radius(1.0f) {
rho = 0.0f;
m_point = vec3(0.0f);
m_normal = vec3(0.0f, 1.0f, 0.0f);
}
Disk(float x, float y, float z, float nx, float ny, float nz, float _r): m_radius(_r) {
rho = 0.0f;
m_point = vec3(x, y, z);
m_normal = normalize(vec3(nx, ny, nz));
}
Disk(vec3 _p, vec3 _n, float _r): m_radius(_r) {
rho = 0.0f;
m_point = _p;
m_normal = normalize(_n);
}
virtual ~Disk() { }
virtual bool intersect(Ray & r, float & t) const;
};
#endif