adding material class
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@@ -6,6 +6,10 @@
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Renderer::Renderer()
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Renderer::Renderer()
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{
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{
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bvh.addPointLight(PointLight{
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.position = glm::vec3(2, 0, 2),
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.color = glm::vec3(0, 1, 0),
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});
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bvh.addModels(ModelLoader::loadModel("../res/models/cube.fbx"),
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bvh.addModels(ModelLoader::loadModel("../res/models/cube.fbx"),
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glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
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glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
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glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
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+1
-1
@@ -161,7 +161,7 @@ std::optional<IntersectionInfo> Scene::intersectModel(const ModelReference& refe
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intersection = IntersectionInfo{.position = ray.origin + ray.direction * resultVector.x,
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intersection = IntersectionInfo{.position = ray.origin + ray.direction * resultVector.x,
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.normal = n,
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.normal = n,
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.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
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.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
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.emissive = glm::vec3(0.0f, 0.0f, 0.0f)};
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.emissive = glm::vec3(0.0f, 0.0f, 0.0f),};
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distance = resultVector.x;
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distance = resultVector.x;
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}
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}
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}
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}
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@@ -1,6 +1,8 @@
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target_sources(RayTracer
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target_sources(RayTracer
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PRIVATE
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PRIVATE
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Camera.h
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Camera.h
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Material.h
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Material.cpp
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Model.h
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Model.h
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Model.cpp
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Model.cpp
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ModelLoader.h
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ModelLoader.h
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@@ -0,0 +1 @@
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#include "Material.h"
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@@ -0,0 +1,7 @@
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#pragma once
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class Material
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{
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public:
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private:
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};
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