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26 |
26 |
27 #include <math.h> |
27 #include <math.h> |
28 |
28 |
29 #include "common.h" |
29 #include "common.h" |
30 #include "scene.h" |
30 #include "scene.h" |
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31 |
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32 int DefaultSampler::initSampleSet() |
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33 { |
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34 if ( phase == 0 ) |
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35 { |
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36 phase++; |
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37 return w*h; |
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38 } |
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39 else return 0; |
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40 } |
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41 |
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42 Sample* DefaultSampler::nextSample(Sample *prev) |
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43 { |
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44 DefaultSample *s = new DefaultSample; |
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45 if (prev) |
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46 { |
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47 DefaultSample *sp = static_cast<DefaultSample*>(prev); |
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48 s->sx = sp->sx + 1; |
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49 s->sy = sp->sy; |
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50 if (s->sx >= w) |
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51 { |
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52 s->sx = 0; |
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53 s->sy++; |
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54 } |
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55 if (s->sy >= h) |
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56 { |
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57 delete s; |
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58 return NULL; |
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59 } |
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60 s->x = (Float)s->sx/h - (Float)w/h/2.0; |
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61 s->y = (Float)s->sy/h - 0.5; |
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62 } |
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63 else |
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64 { |
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65 s->x = -(Float)w/h/2.0; |
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66 s->y = -0.5; |
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67 s->sx = 0; |
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68 s->sy = 0; |
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69 } |
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70 return s; |
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71 } |
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72 |
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73 void DefaultSampler::saveSample(Sample *samp, Colour &col) |
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74 { |
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75 DefaultSample *sp = static_cast<DefaultSample*>(samp); |
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76 Float *buf = buffer + 3*(sp->sy*w + sp->sx); |
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77 *(buf++) = col.r; |
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78 *(buf++) = col.g; |
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79 *(buf++) = col.b; |
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80 } |
31 |
81 |
32 void Camera::rotate(const Quaternion &q) |
82 void Camera::rotate(const Quaternion &q) |
33 { |
83 { |
34 /* |
84 /* |
35 //non-optimized |
85 //non-optimized |
73 void Camera::move(const Float fw, const Float left, const Float up) |
123 void Camera::move(const Float fw, const Float left, const Float up) |
74 { |
124 { |
75 eye = eye + fw*p + left*u + up*v; |
125 eye = eye + fw*p + left*u + up*v; |
76 } |
126 } |
77 |
127 |
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128 Ray Camera::makeRay(Sample *samp) |
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129 { |
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130 Vector3 dir = p + u*(0.5/f)*samp->x + v*(-0.5/f)*samp->y; |
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131 dir.normalize(); |
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132 return Ray(eye, dir); |
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133 } |
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134 |
78 /* http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm */ |
135 /* http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm */ |
79 bool BBox::intersect(const Ray &ray, Float &a, Float &b) |
136 bool BBox::intersect(const Ray &ray, Float &a, Float &b) |
80 { |
137 { |
81 register Float tnear = -Inf; |
138 register Float tnear = -Inf; |
82 register Float tfar = Inf; |
139 register Float tfar = Inf; |