include/scene.h
author Radek Brich <radek.brich@devl.cz>
Mon, 19 May 2008 22:59:04 +0200
branchpyrit
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/**
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 * @file  scene.h
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 * @brief Classes for objects in scene (other than shapes).
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 *
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 * This file is part of Pyrit Ray Tracer.
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 *
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 * Copyright 2006, 2007, 2008  Radek Brich
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * in the Software without restriction, including without limitation the rights
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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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 * THE SOFTWARE.
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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 <typeinfo>
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#include "common.h"
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#include "sampler.h"
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#include "vector.h"
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#include "quaternion.h"
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/**
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 * A ray
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 */
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class Ray
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{
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public:
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	Vector o;   ///< Origin
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	Vector dir; ///< Normalized direction
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	Ray(): o(), dir() {};
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	Ray(const Vector &ao, const Vector &adir):
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		o(ao), dir(adir) {};
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};
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#ifndef NO_SIMD
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/**
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 * Packet of four rays for SIMD accelerated packet tracing.
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 */
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class RayPacket
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{
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public:
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	VectorPacket o;      ///< Packet of four origins
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	VectorPacket dir;    ///< Directions
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	VectorPacket invdir; ///< Inverted directions (1/dir)
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	RayPacket(): o(), dir() {};
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	RayPacket(const VectorPacket &ao, const VectorPacket &adir):
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		o(ao), dir(adir), invdir(mOne/adir) {};
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	/** Index operator: get ray 'i' */
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	Ray operator[](int i) const
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	{
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		return Ray(
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			Vector(o.x[i], o.y[i], o.z[i]),
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			Vector(dir.x[i], dir.y[i], dir.z[i]));
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	};
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};
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#endif
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/**
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 * Standard ray tracing camera
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 */
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class Camera
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{
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	Vector 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(2*tan(PI/8)) {};
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	/** Position + p,u,v constructor */
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	Camera(const Vector &C, const Vector &ap, const Vector &au, const Vector &av):
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		eye(C), p(ap), u(au), v(av), F(2*tan(PI/8)) {};
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	/** Look-at constructor */
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	Camera(const Vector &from, const Vector &lookat, const Vector &up):
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		eye(from), F(2*tan(PI/8))
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	{
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		p = lookat - from; u = cross(up, p);
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		p.normalize(); u.normalize();
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		v = cross(p, u);
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	};
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#ifndef NO_SIMD
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	void *operator new(size_t size) { return _mm_malloc(size, 16); };
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	void operator delete(void *p) { _mm_free(p); };
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#endif
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	const Vector &getEye() const { return eye; };
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	const Vector &getp() const { return p; };
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	const Vector &getu() const { return u; };
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	const Vector &getv() const { return v; };
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	const Float &getF() const { return F; };
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	void setEye(const Vector &aeye) { eye = aeye; };
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	void setp(const Vector &ap) { p = ap; };
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	void setu(const Vector &au) { u = au; };
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	void setv(const Vector &av) { v = av; };
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	/** set "screen plane" size
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	 * @param[in] F   height of the screen plane */
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	void setF(const Float &aF) { F = aF; };
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	/** set camera's angle of view (in radians) */
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	void setAngle(const Float angle) { F = 2*tan(angle/2); };
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	/** rotate camera using a quaternion */
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	void rotate(const Quaternion &q);
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	/** translate the camera in its direction
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	 * @param[in] fw	size of forward step
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	 * @param[in] left	size of left step
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	 * @param[in] up	size of up step
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	 */
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	void move(const Float fw, const Float left, const Float up);
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	/** make the ray from screen sample according the camera's parameters */
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	const Ray makeRay(const Sample &samp) const
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	{
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		Vector dir = normalize(p - (u*samp.x + v*samp.y)*F);
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		return Ray(eye, dir);
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	};
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	/** same as makeRay but for ray packet */
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#ifndef NO_SIMD
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	void makeRayPacket(const Sample *samples, RayPacket &rays) const
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	{
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		mfloat4 m1x,m1y,m1z;
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		mfloat4 m2x,m2y,m2z;
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		mfloat4 m;
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		// m1(xyz) = u * samples[i].x
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		m1x = mshuffle(u.mf4, u.mf4, mShuffle0); // u.x
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		m1y = mshuffle(u.mf4, u.mf4, mShuffle1); // u.y
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		m1z = mshuffle(u.mf4, u.mf4, mShuffle2); // u.z
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		m = mset(samples[3].x, samples[2].x, samples[1].x, samples[0].x);
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		m1x = mmul(m1x, m);
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		m1y = mmul(m1y, m);
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		m1z = mmul(m1z, m);
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		// m2(xyz) = v * samples[i].y
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		m2x = mshuffle(v.mf4, v.mf4, mShuffle0); // v.x
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		m2y = mshuffle(v.mf4, v.mf4, mShuffle1); // v.y
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		m2z = mshuffle(v.mf4, v.mf4, mShuffle2); // v.z
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		m = mset(samples[3].y, samples[2].y, samples[1].y, samples[0].y);
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		m2x = mmul(m2x, m);
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		m2y = mmul(m2y, m);
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		m2z = mmul(m2z, m);
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		// m1(xyz) = (m1 + m2) = (u*samples[i].x + v*samples[i].y)
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		m1x = madd(m1x, m2x);
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		m1y = madd(m1y, m2y);
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		m1z = madd(m1z, m2z);
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		// m1(xyz) = m1*F = (u*samples[i].x + v*samples[i].y)*F
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		m = mset1(F);
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		m1x = mmul(m1x, m);
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		m1y = mmul(m1y, m);
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		m1z = mmul(m1z, m);
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		// m1(xyz) = p - m1 = p - (u*samples[i].x + v*samples[i].y)*F = dir
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		m2x = mshuffle(p.mf4, p.mf4, mShuffle0); // p.x
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		m2y = mshuffle(p.mf4, p.mf4, mShuffle1); // p.y
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		m2z = mshuffle(p.mf4, p.mf4, mShuffle2); // p.z
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		rays.dir.mx = msub(m2x, m1x);
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		rays.dir.my = msub(m2y, m1y);
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		rays.dir.mz = msub(m2z, m1z);
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		// copy origin
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		rays.o.mx = mshuffle(eye.mf4, eye.mf4, mShuffle0); // eye.x
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		rays.o.my = mshuffle(eye.mf4, eye.mf4, mShuffle1); // eye.y
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		rays.o.mz = mshuffle(eye.mf4, eye.mf4, mShuffle2); // eye.z
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		rays.dir.normalize();
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		rays.invdir = mOne / rays.dir;
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	};
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#endif
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};
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/**
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 * light object
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 */
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class Light
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{
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public:
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	Vector pos;
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	Colour colour;
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	int cast_shadows;
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	Light():
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		pos(Vector(0,0,0)), colour(Colour(1,1,1)), cast_shadows(true) {};
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	Light(const Vector &position, const Colour &acolour):
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		pos(position), colour(acolour), cast_shadows(true) {};
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	/** allow shadows from this light */
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	void castShadows(int cast) { cast_shadows = cast; };
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};
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/**
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 * axis-aligned bounding box
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 */
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class BBox
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{
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public:
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	Vector L;
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	Vector H;
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	BBox(): L(), H() {};
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	BBox(const Vector &aL, const Vector &aH): L(aL), H(aH) {};
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	Float w() const { return H.x-L.x; };
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	Float h() const { return H.y-L.y; };
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	Float d() const { return H.z-L.z; };
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	/**
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	 * intersect ray with the bounding box
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	 * @param[in] ray	the ray
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	 * @param[out] a	distance of first intersection
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	 * @param[out] b	distance of second intersection
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	 * @return true if ray intersects bbox
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	 */
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	bool intersect(const Ray &ray, Float &a, Float &b) const;
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	/** same as intersect() but for ray packets */
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#ifndef NO_SIMD
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	mfloat4 intersect_packet(const RayPacket &rays, mfloat4 &a, mfloat4 &b) const;
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#endif
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};
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#endif