src/scene.h
author Radek Brich <radek.brich@devl.cz>
Mon, 26 Nov 2007 23:12:40 +0100
branchpyrit
changeset 19 4e0955fca797
parent 15 a0a3e334744f
child 20 f22952603f29
permissions -rw-r--r--
added Camera, currently w/o Python binding new #define option: OVERSAMPLING fixed all demos to work with new camera (they had inverted z axis)
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/*
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 * C++ RayTracer
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 * file: scene.h
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 *
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 * Radek Brich, 2006
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 */
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#ifndef SCENE_H
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#define SCENE_H
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#include <vector>
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#include "noise.h"
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#include "vector.h"
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using namespace std;
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class Ray
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{
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public:
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	Vector3 o, dir;
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	Ray(const Vector3 &ao, const Vector3 &adir):
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		o(ao), dir(adir) {};
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};
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class Camera
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{
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public:
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	Vector3 eye, p, u, v;
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	float f;
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	Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), f(3.14/4.0) {};
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	Camera(const Vector3 &C, const Vector3 &ap, const Vector3 &au, const Vector3 &av):
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		eye(C), p(ap), u(au), v(av), f(3.14/4.0) {};
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	void setEye(const Vector3 &aeye) { eye = aeye; };
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	void setFocusLength(const float af) { f = af; };
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};
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/* axis-aligned bounding box */
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class BBox
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{
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public:
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	Vector3 L;
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	Vector3 H;
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	BBox(): L(), H() {};
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	BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {};
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	float w() { return H.x-L.x; };
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	float h() { return H.y-L.y; };
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	float d() { return H.z-L.z; };
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	bool intersect(const Ray &ray, float &a, float &b);
0
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};
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class Light
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{
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public:
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	Vector3 pos;
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	Colour colour;
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	int shadows;
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	Light(const Vector3 &position, const Colour &acolour):
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		pos(position), colour(acolour), shadows(1) {};
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	void castshadows(bool ashadows) { shadows = ashadows; };
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};
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class Texture
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{
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public:
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	Colour colour;
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	Colour evaluate(Vector3 point)
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	{
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		float sum = 0.0;
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		for (int i = 1; i < 5; i++)
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			sum += fabsf(perlin(point.x*i, point.y*i, point.z*i))/i;
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		float value = sinf(point.x + sum)/2 + 0.5;
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		return Colour(value*colour.r, value*colour.g, value*colour.b);
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	};
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};
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class Material
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{
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public:
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	float ambient, diffuse, specular, shininess; // Phong constants
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	float reflection; // how much reflectife is the surface
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	float refraction; // refraction index
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	float transmitivity;
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	Texture texture;
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	Material(const Colour &acolour) {
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		texture.colour = acolour;
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		ambient = 0.1;
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		diffuse = 0.5;
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		specular = 1.0;
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		shininess = 20.0;
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		reflection = 0.5;
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	}
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};
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class Shape
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{
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public:
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	Material *material;
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	Shape() {};
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	virtual ~Shape() {};
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	// first intersection point
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	virtual bool intersect(const Ray &ray, float &dist) = 0;
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	// all intersections (only for CSG)
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	virtual bool intersect_all(const Ray &ray, float dist, vector<float> &allts) = 0;
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	// normal at point P
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	virtual Vector3 normal(Vector3 &P) = 0;
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	virtual BBox get_bbox() = 0;
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};
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class Sphere: public Shape
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{
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	float sqr_radius;
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	float inv_radius;
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public:
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	Vector3 center;
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	float radius;
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	Sphere(const Vector3 &acenter, const float aradius, Material *amaterial):
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		sqr_radius(aradius*aradius), inv_radius(1.0f/aradius),
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		center(acenter), radius(aradius) { material = amaterial; }
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	bool intersect(const Ray &ray, float &dist);
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	bool intersect_all(const Ray &ray, float dist, vector<float> &allts);
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	Vector3 normal(Vector3 &P) { return (P - center) * inv_radius; };
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	BBox get_bbox();
0
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};
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class Box: public Shape
0
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{
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	Vector3 L;
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	Vector3 H;
0
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public:
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	Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH)
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	{
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		for (int i = 0; i < 3; i++)
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			if (L.cell[i] > H.cell[i])
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				swap(L.cell[i], H.cell[i]);
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		material = amaterial;
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	};
0
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	bool intersect(const Ray &ray, float &dist);
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	bool intersect_all(const Ray &ray, float dist, vector<float> &allts) {return false;};
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	Vector3 normal(Vector3 &P);
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	BBox get_bbox() { return BBox(L, H); };
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};
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class Triangle: public Shape
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{
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	int k; // dominant axis
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	float nu, nv, nd;
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	float bnu, bnv;
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	float cnu, cnv;
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public:
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	Vector3 A, B, C, N;
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	Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial);
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	bool intersect(const Ray &ray, float &dist);
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	bool intersect_all(const Ray &ray, float dist, vector<float> &allts) {return false;};
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	Vector3 normal(Vector3 &) { return N; };
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	BBox get_bbox();
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};
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#endif