src/scene.h
author Radek Brich <radek.brich@devl.cz>
Sat, 24 Nov 2007 23:55:54 +0100
branchpyrit
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parent 12 f4fcabf05785
child 14 fc18ac4833f2
permissions -rw-r--r--
new python demo: buddha
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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 a, dir;
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	Ray(const Vector3 &aa, const Vector3 &adir):
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		a(aa), dir(adir) {};
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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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	Vector3 L;
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	Vector3 R;
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	BBox(): L(), R() {};
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	float w() { return R.x-L.x; };
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	float h() { return R.y-L.y; };
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	float d() { return R.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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	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();
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};
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class Plane: public Shape
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{
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public:
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	Vector3 N;
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	float d;
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	Plane(const Vector3 &normal, const float ad, Material *amaterial):
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		N(normal), d(ad) { material = amaterial; };
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	Plane(const Vector3 &normal, const Vector3 &point):
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		N(normal), d(0) { /*TODO*/};
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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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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