include/scene.h
author Radek Brich <radek.brich@devl.cz>
Thu, 24 Apr 2008 18:12:32 +0200
branchpyrit
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parent 82 930a2d3ecaed
child 84 6f7fe14782c2
permissions -rw-r--r--
vectorize makeRayPacket() using SSE intrinsics
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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, 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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 * ray
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 */
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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(): 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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/**
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 * a camera
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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(2.*tan(M_PI/8.)) {};
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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(2.*tan(M_PI/8.)) {};
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	Camera(const Vector3 &from, const Vector3 &lookat, const Vector3 &up):
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		eye(from), F(2.*tan(M_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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	void setEye(const Vector3 &aeye) { eye = aeye; };
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	void setAngle(const Float angle) { F = 2.*tan(angle/2.); };
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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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	Ray makeRay(Sample &samp)
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	{
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		Vector3 dir = p - (u*samp.x + v*samp.y)*F;
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		dir.normalize();
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		return Ray(eye, dir);
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	};
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	void makeRayPacket(Sample *samples, Ray *rays)
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	{
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		__m128 m1x,m1y,m1z;
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		__m128 m2x,m2y,m2z;
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		__m128 m;
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		// m1(xyz) = u * samples[i].x
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		m1x = _mm_set1_ps(u.x);
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		m1y = _mm_set1_ps(u.y);
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		m1z = _mm_set1_ps(u.z);
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		m = _mm_set_ps(samples[0].x, samples[1].x, samples[2].x, samples[3].x);
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		m1x = _mm_mul_ps(m1x, m);
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		m1y = _mm_mul_ps(m1y, m);
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		m1z = _mm_mul_ps(m1z, m);
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		// m2(xyz) = v * samples[i].y
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		m2x = _mm_set1_ps(v.x);
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		m2y = _mm_set1_ps(v.y);
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		m2z = _mm_set1_ps(v.z);
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		m = _mm_set_ps(samples[0].y, samples[1].y, samples[2].y, samples[3].y);
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		m2x = _mm_mul_ps(m2x, m);
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		m2y = _mm_mul_ps(m2y, m);
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		m2z = _mm_mul_ps(m2z, m);
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		// m1(xyz) = (m1 + m2) = (u*samples[i].x + v*samples[i].y)
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		m1x = _mm_add_ps(m1x, m2x);
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		m1y = _mm_add_ps(m1y, m2y);
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		m1z = _mm_add_ps(m1z, m2z);
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		// m1(xyz) = m1*F = (u*samples[i].x + v*samples[i].y)*F
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		m = _mm_set_ps(F,F,F,F);
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		m1x = _mm_mul_ps(m1x, m);
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		m1y = _mm_mul_ps(m1y, m);
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		m1z = _mm_mul_ps(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 = _mm_set1_ps(p.x);
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		m2y = _mm_set1_ps(p.y);
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		m2z = _mm_set1_ps(p.z);
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		m2x = _mm_sub_ps(m2x, m1x);
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		m2y = _mm_sub_ps(m2y, m1y);
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		m2z = _mm_sub_ps(m2z, m1z);
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		// normalize dir
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		m1x = _mm_mul_ps(m2x, m2x); // x*x
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		m1y = _mm_mul_ps(m2y, m2y); // y*y
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		m1z = _mm_mul_ps(m2z, m2z); // z*z
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		m = _mm_add_ps(m1x, m1y);   // x*x + y*y
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		m = _mm_add_ps(m, m1z);     // m = x*x + y*y + z*z
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		m = _mm_sqrt_ps(m);         // m = sqrt(m)
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		m2x = _mm_div_ps(m2x, m);   // dir(xyz) /= m
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		m2y = _mm_div_ps(m2y, m);
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		m2z = _mm_div_ps(m2z, m);
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		for (int i = 0; i < 4; i++)
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		{
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			Vector3 dir(((float*)&m2x)[3-i], ((float*)&m2y)[3-i], ((float*)&m2z)[3-i]);
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			rays[i] = Ray(eye, dir);
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		}
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	};
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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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	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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/**
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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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	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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#endif