solution to assignment 2.2 b): eyelight shader
[MicroTrace.git] / Scene.cxx
index 184b7e1..4998bd1 100644 (file)
--- a/Scene.cxx
+++ b/Scene.cxx
@@ -1,12 +1,13 @@
 #include "Scene.hxx"
 #include "PerspectiveCamera.hxx"
 #include "Scene.hxx"
 #include "PerspectiveCamera.hxx"
+#include <limits>
 
 Scene::Scene()
 
 Scene::Scene()
-  : m_camera(new PerspectiveCamera(Vec3f(0,0,8), 
-                                  Vec3f(0,0,-1), 
-                                  Vec3f(0,1,0), 
-                                  50, 
-                                  640, 
+  : m_camera(new PerspectiveCamera(Vec3f(0,0,8),
+                                  Vec3f(0,0,-1),
+                                  Vec3f(0,1,0),
+                                  50,
+                                  640,
                                   480)
             ),
     m_bgColor(Vec3f(0,0,0))
                                   480)
             ),
     m_bgColor(Vec3f(0,0,0))
@@ -29,16 +30,29 @@ Scene::operator=(const Scene& s)
   return *this;
 }
 
   return *this;
 }
 
-void 
+void
 Scene::Add(Primitive* p)
 {
 Scene::Add(Primitive* p)
 {
+  m_primitives.push_back(p);
 }
 
 
 bool
 Scene::Intersect(Ray& ray)
 {
 }
 
 
 bool
 Scene::Intersect(Ray& ray)
 {
-  return false;
+  bool hit = false;
+  float t = std::numeric_limits<float>::max();
+  for (std::vector<Primitive*>::iterator i = m_primitives.begin();
+    i != m_primitives.end(); i++) {
+    // store closest object hit
+    if (hit |= (*i)->Intersect(ray)) {
+      if (ray.t() < t) {
+        ray.setHit(*i);
+        t = ray.t();
+      }
+    }
+  }
+  return hit;
 }
 
 bool
 }
 
 bool
@@ -50,10 +64,14 @@ Scene::Occluded(Ray& ray)
 Vec3f
 Scene::RayTrace(Ray& ray)
 {
 Vec3f
 Scene::RayTrace(Ray& ray)
 {
-  return Vec3f();
+  if (Intersect(ray)) {
+    return ray.hit()->shader()->Shade(ray);
+  } else {
+    return Vec3f(0,0,0);
+  }
 }
 
 }
 
-const Camera* 
+const Camera*
 Scene::camera() const
 {
   return m_camera;
 Scene::camera() const
 {
   return m_camera;
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