author | Radek Brich <radek.brich@devl.cz> |
Sat, 24 Nov 2007 23:55:54 +0100 | |
branch | pyrit |
changeset 13 | fbd1d2f7d94e |
parent 12 | f4fcabf05785 |
child 14 | fc18ac4833f2 |
permissions | -rw-r--r-- |
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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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|
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#ifndef SCENE_H |
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#define SCENE_H |
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|
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#include <vector> |
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|
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#include "noise.h" |
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|
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#include "vector.h" |
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|
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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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public: |
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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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|
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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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|
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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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|
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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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|
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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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|
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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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84 |
|
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class Shape |
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86 |
{ |
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87 |
public: |
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Material *material; |
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Shape() {}; |
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virtual ~Shape() {}; |
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|
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// first intersection point |
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virtual bool intersect(const Ray &ray, float &dist) = 0; |
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|
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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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|
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// normal at point P |
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virtual Vector3 normal(Vector3 &P) = 0; |
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100 |
|
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virtual BBox get_bbox() = 0; |
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102 |
}; |
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103 |
|
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class Sphere: public Shape |
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105 |
{ |
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106 |
float sqr_radius; |
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float inv_radius; |
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108 |
public: |
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109 |
Vector3 center; |
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float radius; |
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111 |
|
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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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119 |
}; |
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120 |
|
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class Plane: public Shape |
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122 |
{ |
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123 |
public: |
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124 |
Vector3 N; |
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125 |
float d; |
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126 |
|
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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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129 |
Plane(const Vector3 &normal, const Vector3 &point): |
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N(normal), d(0) { /*TODO*/}; |
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131 |
bool intersect(const Ray &ray, float &dist); |
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132 |
bool intersect_all(const Ray &ray, float dist, vector<float> &allts) {return false;}; |
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133 |
Vector3 normal(Vector3 &) { return N; }; |
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BBox get_bbox(); |
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135 |
}; |
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136 |
|
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137 |
class Triangle: public Shape |
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138 |
{ |
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139 |
int k; // dominant axis |
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140 |
float nu, nv, nd; |
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141 |
float bnu, bnv; |
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142 |
float cnu, cnv; |
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143 |
public: |
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144 |
Vector3 A, B, C, N; |
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145 |
|
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146 |
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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148 |
bool intersect_all(const Ray &ray, float dist, vector<float> &allts) {return false;}; |
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149 |
Vector3 normal(Vector3 &) { return N; }; |
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BBox get_bbox(); |
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151 |
}; |
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152 |
|
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153 |
#endif |