/**
* @file raytracer.h
* @brief The base class of the ray tracer
*
* 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 <queue>
#include "common.h"
#include "container.h"
#include "scene.h"
class Raytracer;
/**
* main ray tracer class
*/
class Raytracer
{
Container *top; /**< container with shapes */
Sampler *sampler; /**< active sampler */
Camera *camera; /**< active camera */
vector<Light*> lights; /**< array of lights in the scene */
Colour bg_colour; /**< background colour */
/* ambient occlussion parameters */
Float ao_distance, ao_angle;
int ao_samples;
int num_threads; /**< number of threads to use for rendering */
int max_depth; /**< maximum depth of recursion */
bool use_packets; /**< allow ray packet tracing */
/* private helper variables */
Sample *sample_queue;
int sample_queue_pos, sample_queue_size, sample_queue_count;
bool end_of_samples;
pthread_mutex_t sample_queue_mutex, sampler_mutex;
pthread_cond_t sample_queue_cond, worker_ready_cond;
/**
* Hammersley spherical point distribution function
* http://www.cse.cuhk.edu.hk/~ttwong/papers/udpoint/udpoints.html
* @param[in] i sample index
* @param[in] n number of samples
* @param[in] extent angle of dispersion
* @param[in] normal central direction vector
*/
Vector SphereDistribute(int i, int n, Float extent, const Vector &normal);
/**
* shader implementing Phong lighting model
* @param[in] P point of intersection
* @param[in] N normal in intersect. point
* @param[in] R direction of reflected ray
* @param[in] V direction to the viewer
* @return colour of the surface
*/
Colour PhongShader(const Shape *shape,
const Vector &P, const Vector &N, const Vector &V);
/** light scattering function */
void lightScatter(const Ray &ray, const Shape *shape, int depth,
const Vector &P, const Vector &normal, bool from_inside, Colour &col);
#ifndef NO_SIMD
VectorPacket PhongShader_packet(const Shape* const* shapes,
const VectorPacket &P, const VectorPacket &N, const VectorPacket &V);
void raytracePacket(RayPacket &rays, Colour *results);
#endif
/** main function of the ray tracing worker */
NORETURN static void *raytrace_worker(void *d);
public:
Raytracer(): top(NULL), camera(NULL), lights(), bg_colour(0., 0., 0.),
ao_samples(0), num_threads(4), max_depth(3), use_packets(true)
{
pthread_mutex_init(&sample_queue_mutex, NULL);
pthread_mutex_init(&sampler_mutex, NULL);
pthread_cond_init (&sample_queue_cond, NULL);
pthread_cond_init (&worker_ready_cond, NULL);
};
~Raytracer()
{
pthread_mutex_destroy(&sample_queue_mutex);
pthread_mutex_destroy(&sampler_mutex);
pthread_cond_destroy (&sample_queue_cond);
pthread_cond_destroy (&worker_ready_cond);
}
/** start the rendering process */
void render();
/** ray trace one ray */
Colour raytrace(Ray &ray, int depth, const Shape *origin_shape);
/** add shape to container */
void addShape(Shape *shape) { top->addShape(shape); };
/** add light to scene */
void addLight(Light *light) { lights.push_back(light); };
/** set active sampler */
void setSampler(Sampler *sampl) { sampler = sampl; };
Sampler *&getSampler() { return sampler; };
/** set active camera */
void setCamera(Camera *cam) { camera = cam; };
Camera *&getCamera() { return camera; };
/** set active container */
void setTop(Container *atop) { top = atop; };
Container *&getTop() { return top; };
/** set background colour */
void setBgColour(const Colour &bg) { bg_colour = bg; };
/** set maximum depth of recursion */
void setMaxDepth(int newdepth) { max_depth = newdepth; };
/** set ambient occlusion parameters */
void ambientOcclusion(int samples, Float distance, Float angle);
/** set number of threads to use for rendering */
void setThreads(int num) { num_threads = num; };
};
#endif