octree traversal rewritten to avoid recursion
reenabled -O3 optimizations (was accidentaly disabled, now it traces even faster! :-))
realtime_bunny: added FPS counter, fixed a bug in ply loader
min3 and max3 templates added to common.h
/*
* Pyrit Ray Tracer
* file: raytracer.h
*
* Radek Brich, 2006-2007
*/
#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;
};
class Raytracer
{
Container *top;
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(int w, int h, Float *buffer);
Colour raytrace(Ray &ray, int depth, Shape *origin_shape);
void addshape(Shape *shape) { top->addShape(shape); };
void addlight(Light *light);
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