Add camera and shadows (week2)
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@@ -17,27 +17,26 @@ namespace dae
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if(tInSphere < 0) return false; //Looking away from sphere
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const float od2 = std::pow(Vector3::Reject(CameraToOrigin, ray.direction).Magnitude(),2);
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const float thc = std::sqrt(radius2 - od2);
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float originToInsideDist2 = CameraToOrigin.SqrMagnitude() - tInSphere * tInSphere;
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if(originToInsideDist2 > radius2)
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return false; // 'inside' point is outside of sphere
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float t0 = tInSphere - thc;
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float t1 = tInSphere + thc;
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float tDiff = std::sqrt(radius2 - originToInsideDist2);
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float t = tInSphere - tDiff;
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if(t0 < 0 && t1 < 0) return false; //Both intersections are behind the camera
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const bool hit = t > ray.min && t < ray.max;
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if(t0 < 0) t0 = t1; //If t0 is behind the camera, use t1
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if (!ignoreHitRecord && t0 < hitRecord.t){
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hitRecord.t = t0;
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hitRecord.origin = ray.origin + ray.direction * t0;
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if (!ignoreHitRecord && hit){
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hitRecord.t = t;
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hitRecord.origin = ray.origin + ray.direction * t;
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hitRecord.normal = (hitRecord.origin - sphere.origin).Normalized();
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hitRecord.materialIndex = sphere.materialIndex;
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hitRecord.didHit = true;
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return true;
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}
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return false;
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return hit;
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}
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@@ -54,8 +53,10 @@ namespace dae
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float dot = Vector3::Dot(plane.normal, ray.direction);
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if(dot < 0) {
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// float t = Vector3::Dot(plane.origin - ray.origin, plane.normal) / dot;
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float t = Vector3::Dot(plane.origin - ray.origin, plane.normal) / Vector3::Dot(ray.direction, plane.normal);
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bool hit = t >= 0;
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float t = Vector3::Dot(plane.origin - ray.origin, plane.normal);
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t /= dot;
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const bool hit = t > ray.min && t < ray.max;
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if(hit && !ignoreHitRecord){
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hitRecord.t = t;
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@@ -113,9 +114,7 @@ namespace dae
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//Direction from target to light
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inline Vector3 GetDirectionToLight(const Light& light, const Vector3 origin)
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{
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//todo W3
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throw std::runtime_error("Not Implemented Yet");
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return {};
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return { light.origin - origin };
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}
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inline ColorRGB GetRadiance(const Light& light, const Vector3& target)
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