memory optimization for octree
fixed some visual artifacts in textures C++ demo and set ambient occlussion for rendering (-r)
/*
* Pyrit Ray Tracer
* file: octree.h
*
* Radek Brich, 2006-2007
*/
#ifndef OCTREE_H
#define OCTREE_H
#include "container.h"
#include "vector.h"
#include "scene.h"
#include <assert.h>
using namespace std;
class OctreeNode
{
union {
OctreeNode *children; // pointer to first of eight children
ShapeList *shapes; // pointer to shape array, if this is leaf
off_t leaf; // leaf indicator (bit 0)
};
public:
OctreeNode()
{
shapes = new ShapeList();
assert(sizeof(off_t)==sizeof(void*) && !isLeaf());
setLeaf();
};
~OctreeNode();
bool isLeaf() { return leaf & 1; };
void setLeaf() { leaf = leaf | 1; };
void makeChildren() { children = new OctreeNode[8]; assert(!isLeaf()); }; // this also cleans leaf bit
OctreeNode *getChild(const int num) { assert(!isLeaf()); return children + num; };
void addShape(Shape* aShape) { getShapes()->push_back(aShape); };
ShapeList *getShapes() { return (ShapeList*)((off_t)shapes & ~(off_t)1); };
void setShapes(ShapeList *const ashapes) { shapes = ashapes; assert(!isLeaf()); setLeaf(); };
void subdivide(BBox bbox, int maxdepth);
};
class Octree: public Container
{
OctreeNode *root;
bool built;
int max_depth;
public:
Octree() : Container(), root(NULL), built(false), max_depth(10) {};
~Octree() { if (root) delete root; };
void addShape(Shape* aShape) { Container::addShape(aShape); built = false; };
Shape *nearest_intersection(const Shape *origin_shape, const Ray &ray,
Float &nearest_distance);
void optimize() { build(); };
void build();
void save(ostream &str, OctreeNode *node = NULL) {};
void load(istream &str, OctreeNode *node = NULL) {};
void setMaxDepth(int md) { max_depth = md; };
};
#endif