Smooth triangles! And support for them in the OBJ File parser.
Also add an interesting tea party scene!
This commit is contained in:
@@ -19,7 +19,7 @@ class Cone : public Shape {
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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bool checkCap(Ray r, double t, double y);
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void intersectCaps(Ray r, Intersect &xs);
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@@ -16,12 +16,12 @@
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#include <stdio.h>
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class Cube : public Shape {
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private:
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protected:
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void checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax);
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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Cube() : Shape(SHAPE_CUBE) { stats.addCube(); };
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@@ -16,10 +16,11 @@
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#include <stdio.h>
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class Cylinder : public Shape {
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private:
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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bool checkCap(Ray r, double t);
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void intersectCaps(Ray r, Intersect &xs);
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@@ -27,7 +27,7 @@ private:
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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BoundingBox bounds;
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@@ -74,8 +74,10 @@ public:
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double t;
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Shape *object;
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double u, v;
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public:
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Intersection(double t, Shape *object) : t(t), object(object) { stats.addIntersection(); };
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Intersection(double t, Shape *object, double u = NAN, double v = NAN) : t(t), object(object), u(u), v(v) { stats.addIntersection(); };
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bool nothing() { return (this->object == nullptr); };
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Computation prepareComputation(Ray r, Intersect *xs = nullptr);
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@@ -26,9 +26,13 @@ private:
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Point* *vertexList;
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uint32_t vertexCount;
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uint32_t allocatedVertexNormalCount;
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Vector* *vertexNormalList;
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uint32_t vertexNormalCount;
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private:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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/* Some stats */
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@@ -37,6 +41,7 @@ public:
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protected:
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void addGroup(Group *group);
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void addVertex(Point *vertex);
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void addVertexNormal(Vector *vertexNormal);
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void parseLine(char *line, uint32_t currentLine);
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int execLine(int argc, char *argv[], uint32_t currentLine);
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@@ -50,6 +55,7 @@ public:
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/* OBJ file expect the first vertice to be 1 and not 0 */
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Point vertices(uint32_t i) { return *this->vertexList[i - 1]; };
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Vector verticesNormal(uint32_t i) { return *this->vertexNormalList[i - 1]; };
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Group *groups(uint32_t i) { return this->faceGroupList[i]; };
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Intersect intersect(Ray r);
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BoundingBox getLocalBounds();
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@@ -13,9 +13,9 @@
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class Plane : public Shape
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{
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private:
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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Plane() : Shape(SHAPE_PLANE) { stats.addPlane(); };
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@@ -14,15 +14,16 @@
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class RenderStats
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{
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private:
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uint64_t coneCount; /* Total number of cones */
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uint64_t cylinderCount; /* Total number of cylinder */
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uint64_t cubeCount; /* Total number of cubes */
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uint64_t groupCount; /* Total number of groups */
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uint64_t lightCount; /* Total number of light */
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uint64_t planeCount; /* Total number of plane */
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uint64_t sphereCount; /* Total number of sphere */
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uint64_t triangleCount; /* Total number of triangle */
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uint64_t objfileCount; /* Total number of OBJ File */
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uint64_t coneCount; /* Total number of cones */
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uint64_t cylinderCount; /* Total number of cylinder */
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uint64_t cubeCount; /* Total number of cubes */
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uint64_t groupCount; /* Total number of groups */
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uint64_t lightCount; /* Total number of light */
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uint64_t planeCount; /* Total number of plane */
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uint64_t sphereCount; /* Total number of sphere */
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uint64_t triangleCount; /* Total number of triangle */
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uint64_t smoothTriangleCount; /* Total number of smooth triangle */
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uint64_t objfileCount; /* Total number of OBJ File */
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uint64_t pixelCount; /* Total number of rendered pixels */
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uint64_t rayCount; /* Total number of rays */
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@@ -40,7 +41,7 @@ private:
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public:
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RenderStats() : coneCount(0), cylinderCount(0), cubeCount(0), groupCount(0), lightCount(0), planeCount(0), sphereCount(0), triangleCount(0),
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pixelCount(0), rayCount(0), lightRayEmitedCount(0), reflectionRayCount(0), refractedRayCount(0),
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intersectCount(0), intersectionCount(0), reallocCallCount(0), mallocCallCount(0),
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intersectCount(0), intersectionCount(0), reallocCallCount(0), mallocCallCount(0), smoothTriangleCount(0),
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discardedIntersectCount(0), maxDepthAttained(UINT64_MAX), maxIntersectOnARay(0), objfileCount(0) {};
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#ifdef RENDER_STATS
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void addCone();
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@@ -52,6 +53,7 @@ public:
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void addSphere();
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void addOBJFile();
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void addTriangle();
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void addSmoothTriangle();
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void printStats();
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void addPixel();
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void addRay();
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@@ -74,6 +76,7 @@ public:
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static void addPlane() {};
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static void addSphere() {};
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static void addTriangle() {};
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static void addSmoothTriangle() {};
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static void printStats() {};
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static void addPixel() {};
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static void addRay() {};
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@@ -30,17 +30,19 @@ enum ShapeType
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SHAPE_GROUP,
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SHAPE_TRIANGLE,
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SHAPE_OBJFILE,
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SHAPE_SMOOTHTRIANGLE,
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};
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/* Base class for all object that can be presented in the world */
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class Shape
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{
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private:
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protected:
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ShapeType type;
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Matrix localTransformMatrix;
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protected:
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virtual Intersect localIntersect(Ray r) = 0;
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virtual Tuple localNormalAt(Tuple point) = 0;
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virtual Tuple localNormalAt(Tuple point, Intersection *hit) = 0;
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public:
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Matrix transformMatrix;
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@@ -50,13 +52,14 @@ public:
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Material material;
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bool dropShadow;
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Shape *parent;
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bool materialSet;
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public:
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Shape(ShapeType = SHAPE_NONE);
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virtual Intersect intersect(Ray r);
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virtual Intersect intersectOOB(Ray r) { return this->intersect(r); };
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Tuple normalAt(Tuple point);
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Tuple normalAt(Tuple point, Intersection *hit = nullptr);
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/* Bounding box points are always world value */
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virtual BoundingBox getLocalBounds();
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28
source/include/smoothtriangle.h
Normal file
28
source/include/smoothtriangle.h
Normal file
@@ -0,0 +1,28 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Smooth Triangle 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_SMOOTHTRIANGLE_H
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#define DORAYME_SMOOTHTRIANGLE_H
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#include <triangle.h>
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class SmoothTriangle : public Triangle
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{
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public:
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Vector n1;
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Vector n2;
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Vector n3;
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protected:
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Tuple localNormalAt(Tuple point, Intersection *hit);
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public:
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SmoothTriangle(Point p1, Point p2, Point p3, Vector n1, Vector n2, Vector n3);
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};
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#endif /* DORAYME_SMOOTHTRIANGLE_H */
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@@ -19,7 +19,7 @@ class Sphere : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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Sphere() : Shape(SHAPE_SPHERE) { stats.addSphere(); };
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@@ -17,7 +17,7 @@ class TestShape : public Shape
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{
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private:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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Ray localRay;
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@@ -14,8 +14,9 @@
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class Triangle : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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Tuple p1, p2, p3;
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