WORKING ReflectiveEyelightShader \o/
[MicroTrace.git] / Scene.cxx
index 69ea9ed..4998bd1 100644 (file)
--- a/Scene.cxx
+++ b/Scene.cxx
@@ -1,12 +1,13 @@
 #include "Scene.hxx"
 #include "PerspectiveCamera.hxx"
+#include <limits>
 
 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))
@@ -29,7 +30,7 @@ Scene::operator=(const Scene& s)
   return *this;
 }
 
-void 
+void
 Scene::Add(Primitive* p)
 {
   m_primitives.push_back(p);
@@ -40,9 +41,16 @@ bool
 Scene::Intersect(Ray& ray)
 {
   bool hit = false;
-  for( std::vector<Primitive*>::iterator i = m_primitives.begin();
-    i != m_primitives.end(); i++ ) {
-    hit |= (*i)->Intersect(ray);
+  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;
 }
@@ -56,10 +64,14 @@ Scene::Occluded(Ray& ray)
 Vec3f
 Scene::RayTrace(Ray& ray)
 {
-  return (Intersect(ray)) ? Vec3f(255,255,255) : Vec3f(0,0,0);
+  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;
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