prepare kd-tree traversal for packet tracing (4 rays at once)
RayPacket and VectorPacket structures for packet tracing
remove some redundant const's
/* * 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 <queue>#include "common.h"#include "container.h"#include "scene.h"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 max_depth; bool use_packets; Vector3 SphereDistribute(int i, int n, Float extent, Vector3 &normal); 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; Colour shader_evalulate(const Ray &ray, int depth, Shape *origin_shape, Float nearest_distance, Shape *nearest_shape); void raytracePacket(RayPacket &rays, Colour *results); static void *raytrace_worker(void *d);public: Raytracer(): top(NULL), camera(NULL), lights(), bg_colour(0., 0., 0.), ao_samples(0), num_threads(2), 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); } void render(); Colour raytrace(Ray &ray, int depth, Shape *origin_shape); void addShape(Shape *shape) { top->addShape(shape); }; void addLight(Light *light) { lights.push_back(light); }; void setSampler(Sampler *sampl) { sampler = sampl; }; void setCamera(Camera *cam) { camera = cam; }; void setTop(Container *atop) { top = atop; }; Container *getTop() { return top; }; void setBgColour(const Colour &bg) { bg_colour = bg; }; void setMaxDepth(int newdepth) { max_depth = newdepth; }; void ambientOcclusion(int samples, Float distance, Float angle); void setThreads(int num) { num_threads = num; };};#endif