author | Radek Brich <radek.brich@devl.cz> |
Wed, 19 Mar 2008 17:18:59 +0100 | |
branch | pyrit |
changeset 45 | 76b254ce92cf |
parent 44 | 3763b26244f0 |
child 46 | 6493fb65f0b1 |
permissions | -rw-r--r-- |
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/* |
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* scene.h: classes for objects in scene |
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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 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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smooth triangles (aka Phong shading)
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#include <typeinfo> |
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#include "noise.h" |
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#include "vector.h" |
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#include "quaternion.h" |
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/* |
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triangle intersection alghoritm |
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chooses are: |
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TRI_PLUCKER |
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TRI_BARI |
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TRI_BARI_PRE |
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*/ |
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#if !defined(TRI_PLUCKER) && !defined(TRI_BARI) && !defined(TRI_BARI_PRE) |
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# define TRI_BARI_PRE |
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#endif |
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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 setFocalLength(const Float af) { f = af; }; |
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void rotate(const Quaternion &q); |
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void move(const Float fw, const Float left, const Float up); |
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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); |
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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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bool cast_shadows; |
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Light(): |
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pos(Vector3(0,0,0)), colour(Colour(1,1,1)), cast_shadows(true) {}; |
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Light(const Vector3 &position, const Colour &acolour): |
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pos(position), colour(acolour), cast_shadows(true) {}; |
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void castShadows(bool cast) { cast_shadows = cast; }; |
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}; |
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class Texture |
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{ |
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public: |
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virtual Colour evaluate(Vector3 point) = 0; |
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}; |
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class Material |
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{ |
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public: |
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Colour colour; |
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Float ambient, diffuse, specular, shininess; // Phong constants |
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Float reflectivity; // how much reflective is the surface |
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Float transmissivity, refract_index; // part of light which can be refracted; index of refraction |
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Texture *texture; |
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Material(const Colour &acolour): colour(acolour), texture(NULL) |
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{ |
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ambient = 0.2; |
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diffuse = 0.8; |
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specular = 0.2; |
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shininess = 0.5; |
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reflectivity = 0.2; |
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transmissivity = 0.0; |
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refract_index = 1.3; |
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} |
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void setPhong(const Float amb, const Float dif, const Float spec, const Float shin) |
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{ ambient = amb; diffuse = dif; specular = spec; shininess = shin; }; |
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void setReflectivity(const Float refl) { reflectivity = refl; }; |
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void setTransmissivity(const Float trans, const Float rindex) |
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{ transmissivity = trans; refract_index = rindex; }; |
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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) const = 0; |
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143 |
|
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144 |
// all intersections (only for CSG) |
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145 |
virtual bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const = 0; |
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146 |
|
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// intersection with AABB |
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virtual bool intersect_bbox(const BBox &bbox) const = 0; |
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149 |
|
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// normal at point P |
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virtual const Vector3 normal(const Vector3 &P) const = 0; |
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152 |
|
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virtual BBox get_bbox() const = 0; |
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154 |
}; |
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155 |
|
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class ShapeList: public vector<Shape*> |
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157 |
{ |
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158 |
}; |
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159 |
|
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160 |
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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164 |
public: |
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Vector3 center; |
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Float radius; |
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167 |
|
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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) const; |
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bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const; |
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bool intersect_bbox(const BBox &bbox) const; |
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const Vector3 normal(const Vector3 &P) const { return (P - center) * inv_radius; }; |
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BBox get_bbox() const; |
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176 |
}; |
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177 |
|
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class Box: public Shape |
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179 |
{ |
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Vector3 L; |
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181 |
Vector3 H; |
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182 |
public: |
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Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH) |
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184 |
{ |
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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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187 |
swap(L.cell[i], H.cell[i]); |
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material = amaterial; |
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189 |
}; |
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bool intersect(const Ray &ray, Float &dist) const; |
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bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const { return false; }; |
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192 |
bool intersect_bbox(const BBox &bbox) const; |
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const Vector3 normal(const Vector3 &P) const; |
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BBox get_bbox() const { return BBox(L, H); }; |
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195 |
}; |
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196 |
|
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class Vertex |
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{ |
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public: |
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Vector3 P; |
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Vertex(const Vector3 &aP): P(aP) {}; |
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}; |
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203 |
|
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class NormalVertex: public Vertex |
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{ |
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public: |
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Vector3 N; |
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NormalVertex(const Vector3 &aP): Vertex(aP) {}; |
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NormalVertex(const Vector3 &aP, const Vector3 &aN): Vertex(aP), N(aN) {}; |
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const Vector3 &getNormal() { return N; }; |
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void setNormal(const Vector3 &aN) { N = aN; }; |
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}; |
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213 |
|
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214 |
|
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215 |
class Triangle: public Shape |
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216 |
{ |
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|
217 |
#ifdef TRI_BARI_PRE |
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218 |
Float nu, nv, nd; |
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219 |
int k; // dominant axis |
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Float bnu, bnv; |
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Float cnu, cnv; |
|
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222 |
#endif |
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223 |
#ifdef TRI_BARI |
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int k; // dominant axis |
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#endif |
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#ifdef TRI_PLUCKER |
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Float pla[6], plb[6], plc[6]; |
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#endif |
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229 |
Vector3 N; |
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bool smooth; |
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const Vector3 smooth_normal(const Vector3 &P) const |
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{ |
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#ifdef TRI_BARI_PRE |
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const Vector3 &NA = static_cast<NormalVertex*>(A)->N; |
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const Vector3 &NB = static_cast<NormalVertex*>(B)->N; |
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const Vector3 &NC = static_cast<NormalVertex*>(C)->N; |
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static const int modulo3[5] = {0,1,2,0,1}; |
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register const int ku = modulo3[k+1]; |
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register const int kv = modulo3[k+2]; |
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const Float pu = P[ku] - A->P[ku]; |
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const Float pv = P[kv] - A->P[kv]; |
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const Float u = pv * bnu + pu * bnv; |
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const Float v = pu * cnv + pv * cnu; |
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Vector3 n = NA + u * (NB - NA) + v * (NC - NA); |
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n.normalize(); |
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return n; |
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#else |
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return N; // not implemented for other algorithms |
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#endif |
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}; |
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251 |
public: |
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Vertex *A, *B, *C; |
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253 |
|
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254 |
Triangle(Vertex *aA, Vertex *aB, Vertex *aC, Material *amaterial); |
25
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parents:
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255 |
bool intersect(const Ray &ray, Float &dist) const; |
b8232edee786
tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents:
24
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changeset
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256 |
bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) const {return false;}; |
36
b490093b0ac3
new virtual Shape::intersect_bbox
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parents:
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257 |
bool intersect_bbox(const BBox &bbox) const; |
28
ffe83ca074f3
smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents:
25
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258 |
const Vector3 normal(const Vector3 &P) const { return (smooth ? smooth_normal(P) : N); }; |
ffe83ca074f3
smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents:
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259 |
const Vector3 getNormal() const { return N; }; |
ffe83ca074f3
smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents:
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260 |
void setSmooth() { smooth = true; };//(typeid(*A) == typeid(*B) == typeid(*C) == typeid(NormalVertex)); }; |
ffe83ca074f3
smooth triangles (aka Phong shading)
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parents:
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261 |
void setFlat() { smooth = false; }; |
ffe83ca074f3
smooth triangles (aka Phong shading)
Radek Brich <radek.brich@devl.cz>
parents:
25
diff
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|
262 |
bool getSmooth() const { return smooth; }; |
25
b8232edee786
tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents:
24
diff
changeset
|
263 |
BBox get_bbox() const; |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
changeset
|
264 |
}; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
changeset
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265 |
|
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
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266 |
#endif |