move Sampler classes to sampler.cc
fix demos, make whole project compilable again
/* * raytracer.h: Raytracer class * * This file is part of Pyrit Ray Tracer. * * Copyright 2006, 2007, 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. */#ifndef RAYTRACER_H#define RAYTRACER_H#include <vector>#include "common.h"#include "container.h"#include "scene.h"using namespace std;class Raytracer;struct RenderrowData { Raytracer *rt; int w; Vector3 eye, dfix, dx, dy; Float *iter;};/** * main ray tracer class */class Raytracer{ Container *top; Sampler *sampler; Camera *camera; vector<Light*> lights; Colour bg_colour; int ao_samples; Float ao_distance, ao_angle; int num_threads; int subsample; int oversample; // 0 = no, 1 = 5x, 2 = 9x, 3 = 16x int max_depth; Vector3 SphereDistribute(int i, int n, Float extent, Vector3 &normal);public: Raytracer(): top(NULL), camera(NULL), lights(), bg_colour(0.0, 0.0, 0.0), ao_samples(0), num_threads(2), subsample(8), oversample(0), max_depth(3) {}; void render(); Colour raytrace(Ray &ray, int depth, Shape *origin_shape); void addshape(Shape *shape) { top->addShape(shape); }; void addlight(Light *light); void setSampler(Sampler *sampl) { sampler = sampl; }; void setCamera(Camera *cam) { camera = cam; }; void setTop(Container *atop) { top = atop; }; Container *getTop() { return top; }; void setSubsample(int sub) { subsample = sub; }; int getSubsample() { return subsample; }; void setOversample(int osa) { oversample = osa; }; int getOversample() { return oversample; }; void setMaxDepth(int newdepth) { max_depth = newdepth; }; void ambientocclusion(int samples, Float distance, Float angle); void setThreads(int num) { num_threads = num; };};#endif