Add support for point light and materials.
Add material to objects.
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32
source/include/light.h
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32
source/include/light.h
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@@ -0,0 +1,32 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Light header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_LIGHT_H
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#define DORAYME_LIGHT_H
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#include <tuple.h>
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#include <colour.h>
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enum LightType
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{
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POINT_LIGHT = 0,
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};
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class Light
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{
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public:
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Colour intensity;
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Tuple position;
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LightType type;
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public:
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Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
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Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity) { };
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};
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#endif //DORAYME_LIGHT_H
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37
source/include/material.h
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37
source/include/material.h
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@@ -0,0 +1,37 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Material header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_MATERIAL_H
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#define DORAYME_MATERIAL_H
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#include <tuple.h>
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#include <colour.h>
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#include <light.h>
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class Material
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{
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public:
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Colour colour;
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double ambient;
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double diffuse;
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double specular;
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double shininess;
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
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bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
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double_equal(this->diffuse, b.diffuse) &&
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double_equal(this->specular, b.specular) &&
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double_equal(this->shininess, b.shininess) &&
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(this->colour == b.colour); };
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};
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#endif //DORAYME_MATERIAL_H
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@@ -15,6 +15,7 @@ class Object;
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#include <tuple.h>
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#include <matrix.h>
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#include <intersect.h>
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#include <material.h>
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/* Base class for all object that can be presented in the world */
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class Object
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@@ -22,6 +23,7 @@ class Object
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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Material material;
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public:
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Object();
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@@ -30,6 +32,7 @@ public:
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virtual Tuple normalAt(Tuple point);
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; };
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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};
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