material and texture classes moved to material.(cc,h)
2D texture mappings from textures.cc polished and moved to material.h
add ColourMap class and subclasses to make textures more flexible
two example textures: CheckersTexture and CloudTexture (using Perlin noise)
/* * serialize.cc: object serialization functions * * This file is part of Pyrit Ray Tracer. * * Copyright 2008 Radek Brich * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */#include "serialize.h"#include <string>#include <sstream>Indexer vertex_index, shape_index;void resetSerializer(){ vertex_index.reset(); shape_index.reset();}bool Indexer::get(void *o, int &retidx){ map <void *, int>::iterator i; i = indexmap.find(o); if (i == indexmap.end()) { retidx = index++; indexmap[o] = retidx; return false; } else { retidx = i->second; return true; }}Shape *loadShape(istream &st){ string s; istringstream is; getline(st, s, ','); trim(s); if (s.compare("(box") == 0) { Vector3 L,H; st >> L; getline(st, s, ','); st >> H; getline(st, s, ')'); return new Box(L, H, new Material(Colour(1,1,1))); } if (s.compare("(sphere") == 0) { Vector3 center; Float radius; st >> center; getline(st, s, ','); st >> radius; getline(st, s, ')'); return new Sphere(center, radius, new Material(Colour(1,1,1))); } return NULL;}ostream & operator<<(ostream &st, Shape &o){ return o.dump(st);}ostream & operator<<(ostream &st, Vertex &o){ return o.dump(st);}ostream & operator<<(ostream &st, Container &o){ return o.dump(st);}