remove forgotten noise.h includes
common_ply.h: ignore invalid faces with duplicated points
(this solves visual flaws in dragon model)
extend loadShape for loading triangles
realtime_dragon.cc demo: add kd-tree dump/load functionality,
add colored perlin cloud texture
/*
* 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;
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;
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)
{
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