include/scene.h
branchpyrit
changeset 22 76b7bd51d64a
parent 21 79b516a3803d
child 24 d0d76e8a5203
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/include/scene.h	Mon Dec 03 01:49:23 2007 +0100
@@ -0,0 +1,205 @@
+/*
+ * C++ RayTracer
+ * file: scene.h
+ *
+ * Radek Brich, 2006
+ */
+
+#ifndef SCENE_H
+#define SCENE_H
+
+#include <vector>
+
+#include "noise.h"
+
+#include "vector.h"
+
+using namespace std;
+
+class Ray
+{
+public:
+	Vector3 o, dir;
+	Ray(const Vector3 &ao, const Vector3 &adir):
+		o(ao), dir(adir) {};
+};
+
+class Quaternion
+{
+public:
+	Float a,b,c,d;
+	Quaternion(): a(0), b(0), c(0), d(0) {};
+	Quaternion(const Float aa, const Float ab, const Float ac, const Float ad):
+		a(aa), b(ab), c(ac), d(ad) {};
+	Quaternion(const Vector3& v): a(1), b(v.x), c(v.y), d(v.z) {};
+
+	Vector3 toVector() { return Vector3(b/a, c/a, d/a); };
+
+	Quaternion normalize()
+	{
+		Float f = 1.0f / sqrtf(a * a + b * b + c * c + d * d);
+		a *= f;
+		b *= f;
+		c *= f;
+		d *= f;
+		return *this;
+	};
+	friend Quaternion operator*(const Quaternion &q1, const Quaternion &q2)
+	{
+		return Quaternion(
+			q1.a*q2.a - q1.b*q2.b - q1.c*q2.c - q1.d*q2.d,
+			q1.a*q2.b + q1.b*q2.a + q1.c*q2.d - q1.d*q2.c,
+			q1.a*q2.c + q1.c*q2.a + q1.d*q2.b - q1.b*q2.d,
+			q1.a*q2.d + q1.d*q2.a + q1.b*q2.c - q1.c*q2.b);
+	};
+	friend Quaternion conjugate(const Quaternion &q)
+	{
+		return Quaternion(q.a, -q.b, -q.c, -q.d);
+	}
+};
+
+class Camera
+{
+public:
+	Vector3 eye, p, u, v;
+	Float f;
+
+	Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), f(3.14/4.0) {};
+	Camera(const Vector3 &C, const Vector3 &ap, const Vector3 &au, const Vector3 &av):
+		eye(C), p(ap), u(au), v(av), f(3.14/4.0) {};
+	void setEye(const Vector3 &aeye) { eye = aeye; };
+	void setFocalLength(const Float af) { f = af; };
+	void rotate(const Quaternion &q);
+	void move(const Float fw, const Float left, const Float up);
+};
+
+/* axis-aligned bounding box */
+class BBox
+{
+public:
+	Vector3 L;
+	Vector3 H;
+	BBox(): L(), H() {};
+	BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {};
+	Float w() { return H.x-L.x; };
+	Float h() { return H.y-L.y; };
+	Float d() { return H.z-L.z; };
+	bool intersect(const Ray &ray, Float &a, Float &b);
+};
+
+class Light
+{
+public:
+	Vector3 pos;
+	Colour colour;
+	bool cast_shadows;
+
+	Light(const Vector3 &position, const Colour &acolour):
+		pos(position), colour(acolour), cast_shadows(true) {};
+	void castShadows(bool cast) { cast_shadows = cast; };
+};
+
+class Texture
+{
+public:
+	Colour colour;
+	Colour evaluate(Vector3 point)
+	{
+		Float sum = 0.0;
+		for (int i = 1; i < 5; i++)
+			sum += fabsf(perlin(point.x*i, point.y*i, point.z*i))/i;
+		Float value = sinf(point.x + sum)/2 + 0.5;
+		return Colour(value*colour.r, value*colour.g, value*colour.b);
+	};
+};
+
+class Material
+{
+public:
+	Float ambient, diffuse, specular, shininess; // Phong constants
+	Float reflection; // how much reflectife is the surface
+	Float refraction; // refraction index
+	Float transmitivity;
+	Texture texture;
+
+	Material(const Colour &acolour) {
+		texture.colour = acolour;
+		ambient = 0.1;
+		diffuse = 0.5;
+		specular = 0.1;
+		shininess = 0.5;
+		reflection = 0.5;
+	}
+};
+
+class Shape
+{
+public:
+	Material *material;
+	Shape() {};
+	virtual ~Shape() {};
+
+	// first intersection point
+	virtual bool intersect(const Ray &ray, Float &dist) = 0;
+
+	// all intersections (only for CSG)
+	virtual bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) = 0;
+
+	// normal at point P
+	virtual Vector3 normal(Vector3 &P) = 0;
+
+	virtual BBox get_bbox() = 0;
+};
+
+class Sphere: public Shape
+{
+	Float sqr_radius;
+	Float inv_radius;
+public:
+	Vector3 center;
+	Float radius;
+
+	Sphere(const Vector3 &acenter, const Float aradius, Material *amaterial):
+		sqr_radius(aradius*aradius), inv_radius(1.0f/aradius),
+		center(acenter), radius(aradius) { material = amaterial; }
+	bool intersect(const Ray &ray, Float &dist);
+	bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts);
+	Vector3 normal(Vector3 &P) { return (P - center) * inv_radius; };
+	BBox get_bbox();
+};
+
+class Box: public Shape
+{
+	Vector3 L;
+	Vector3 H;
+public:
+	Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH)
+	{
+		for (int i = 0; i < 3; i++)
+			if (L.cell[i] > H.cell[i])
+				swap(L.cell[i], H.cell[i]);
+		material = amaterial;
+	};
+	bool intersect(const Ray &ray, Float &dist);
+	bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) {return false;};
+	Vector3 normal(Vector3 &P);
+	BBox get_bbox() { return BBox(L, H); };
+};
+
+class Triangle: public Shape
+{
+	int k; // dominant axis
+	Float nu, nv, nd;
+	Float bnu, bnv;
+	Float cnu, cnv;
+public:
+	Vector3 A, B, C, N;
+
+	Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial);
+	bool intersect(const Ray &ray, Float &dist);
+	bool intersect_all(const Ray &ray, Float dist, vector<Float> &allts) {return false;};
+	Vector3 normal(Vector3 &) { return N; };
+	BBox get_bbox();
+};
+
+#endif