With the limitations I encountered, here is my simple Shape struct:
struct Shape {
bool geometry;
vec3 pos;
float radius;
vec3 color;
};
bool geometry;
vec3 pos;
float radius;
vec3 color;
};
I'm planning to go with this for now and move onto photon casting and scattering. When I do have time to come back, I am planning to implement a few basic matrix transformation functions and use a transformation matrix for the shapes and for ray tracing (transforming in and out of object coordinates.)
Everything seems to be working okay. Here's a screen capture:
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