cloudy-raytracer/scene/scene.cpp

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#include "light/light.h"
#include "primitive/triangle.h"
#include "scene/scene.h"
#include "shader/shader.h"
#include <array>
#include <cassert>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
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const std::string WHITESPACE = " \n\r\t\f\v";
std::string ltrim(const std::string &s) {
size_t start = s.find_first_not_of(WHITESPACE);
return (start == std::string::npos) ? "" : s.substr(start);
}
std::string rtrim(const std::string &s) {
size_t end = s.find_last_not_of(WHITESPACE);
return (end == std::string::npos) ? "" : s.substr(0, end + 1);
}
std::string trim(const std::string &s) { return rtrim(ltrim(s)); }
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void Scene::add(const std::shared_ptr<Light> &light) { this->lights_.push_back(light); }
void Scene::add(const std::shared_ptr<Primitive> &primitive) {
assert(primitive->shader() != nullptr);
this->primitives_.push_back(primitive);
}
Color Scene::traceRay(Ray &ray) const {
if (this->findIntersection(ray) && ray.remainingBounces-- > 0) {
// If the ray has hit an object, call the shader ...
return ray.primitive->shader()->shade(*this, ray);
} else if (this->environmentMap) {
// ... otherwise look up the environment map ...
float const phi = std::acos(ray.direction.y);
float const rho = std::atan2(ray.direction.z, ray.direction.x) + float(PI);
return this->environmentMap->color(rho / (2.0f * float(PI)), phi / float(PI));
} else {
// ... if all else fails, just return the background color
return this->backgroundColor;
}
}