add MSVC compiler support, make it default for Windows
new header file simd.h for SSE abstraction and helpers
add mselect pseudo instruction for common or(and(...), andnot(...))
replace many SSE intrinsics with new names
new MemoryPool class (mempool.h) for faster KdNode allocation
remove setMaxDepth() from Octree and KdTree, make max_depth const,
it should be defined in constructor and never changed, change after
building tree would cause error in traversal
modify DefaultSampler to generate nice 2x2 packets of samples for packet tracing
optimize Box and BBox::intersect_packet
add precomputed invdir attribute to RayPacket
scons build system:
check for pthread library on Windows
check for SDL
generate include/config.h with variables detected by scons configuration
move auxiliary files to build/
add sanity checks
add writable operator[] to Vector
#include "raytracer.h"
#include "kdtree.h"
#include "common_sdl.h"
Camera cam(Vector(0.,6.,6.), Vector(0.,2.,-7.), Vector(0.,0.,-1.));
Light light(Vector(-2.0, 10.0, -2.0), Colour(0.9, 0.9, 0.9));
Float lx, ly, lz, cf;
void update_callback(Float*)
{
if (lx != 0.0)
light.pos.x += lx;
if (ly != 0.0)
light.pos.y += ly;
if (lz != 0.0)
light.pos.z += lz;
if (cf != 0.0)
cam.setF(cam.getF() + cf);
}
void key_callback(int key, int down)
{
switch (key)
{
case SDLK_r:
lx = -0.1 * down;
break;
case SDLK_t:
lx = +0.1 * down;
break;
case SDLK_f:
ly = -0.1 * down;
break;
case SDLK_g:
ly = +0.1 * down;
break;
case SDLK_v:
lz = -0.1 * down;
break;
case SDLK_b:
lz = +0.1 * down;
break;
case SDLK_z:
cf = -0.02 * down;
break;
case SDLK_x:
cf = +0.02 * down;
break;
}
}
int main(int argc, char **argv)
{
Raytracer rt;
KdTree top;
rt.setCamera(&cam);
rt.setTop(&top);
rt.addLight(&light);
light.castShadows(false);
Material mat0a(Colour(0.7, 0.7, 0.7));
mat0a.setReflectivity(0.0);
Box box(Vector(-12.0, -1.2, -20.0), Vector(12.0, -1.0, 0.0), &mat0a);
rt.addShape(&box);
Material mat0b(Colour(0.1, 0.7, 0.8));
mat0b.setReflectivity(0.7);
Box box2(Vector(-12.0, -1.2, -10.0), Vector(12.0, 10.0, -10.2), &mat0b);
rt.addShape(&box2);
Float bounds[] = {0.3, 0.6, 1.1};
Colour colours[] = {Colour(0,0,0), Colour(1,1,1), Colour(0,0,0)};
BoundColourMap cmap(bounds, colours);
// spheres
Material mat1(Colour(1.0, 1.0, 1.0));
mat1.texture = new CheckersTexture(new PlanarMap(Vector(-4.5, 2.0, -7.0), 0.48), &cmap);
Sphere sphere1(Vector(-4.5, 2.0, -7.0), 1.0, &mat1);
rt.addShape(&sphere1);
Material mat2(Colour(1.0, 1.0, 1.0));
mat2.texture = new CheckersTexture(new CubicMap(Vector(-1.5, 2.0, -7.0), 0.48), &cmap);
Sphere sphere2(Vector(-1.5, 2.0, -7.0), 1.0, &mat2);
rt.addShape(&sphere2);
Material mat3(Colour(1.0, 1.0, 1.0));
mat3.texture = new CheckersTexture(new CylinderMap(Vector(1.5, 2.0, -7.0), 0.48), &cmap);
Sphere sphere3(Vector(1.5, 2.0, -7.0), 1.0, &mat3);
rt.addShape(&sphere3);
Material mat4(Colour(1.0, 1.0, 1.0));
mat4.texture = new CheckersTexture(new SphereMap(Vector(4.5, 2.0, -7.0), 0.48), &cmap);
Sphere sphere4(Vector(4.5, 2.0, -7.0), 1.0, &mat4);
rt.addShape(&sphere4);
// cubes
Material mat5(Colour(1.0, 1.0, 1.0));
mat5.texture = new CheckersTexture(new PlanarMap(Vector(-4.5, 0.0, -7.0), 0.48), &cmap);
Box cube1(Vector(-4.5, 0.0, -7.0)-1.0, Vector(-4.5, 0.0, -7.0)+1.0, &mat5);
rt.addShape(&cube1);
Material mat6(Colour(1.0, 1.0, 1.0));
mat6.texture = new CheckersTexture(new CubicMap(Vector(-1.5, 0.0, -7.0), 0.48), &cmap);
Box cube2(Vector(-1.5, 0.0, -7.0)-1.0, Vector(-1.5, 0.0, -7.0)+1.0, &mat6);
rt.addShape(&cube2);
Material mat7(Colour(1.0, 1.0, 1.0));
mat7.texture = new CheckersTexture(new CylinderMap(Vector(1.5, 0.0, -7.0), 0.48), &cmap);
Box cube3(Vector(1.5, 0.0, -7.0)-1.0, Vector(1.5, 0.0, -7.0)+1.0, &mat7);
rt.addShape(&cube3);
Material mat8(Colour(1.0, 1.0, 1.0));
mat8.texture = new CheckersTexture(new SphereMap(Vector(4.5, 0.0, -7.0), 0.48), &cmap);
Box cube4(Vector(4.5, 0.0, -7.0)-1.0, Vector(4.5, 0.0, -7.0)+1.0, &mat8);
rt.addShape(&cube4);
mat1.setReflectivity(0);
mat2.setReflectivity(0);
mat3.setReflectivity(0);
mat4.setReflectivity(0);
mat5.setReflectivity(0);
mat6.setReflectivity(0);
mat7.setReflectivity(0);
mat8.setReflectivity(0);
top.optimize();
w = 1024;
h = 600;
/* run interactive mode */
loop_sdl(rt, cam, update_callback, key_callback);
/* render image */
if (argc == 2 && !strcmp(argv[1], "-r"))
{
pyrit_verbosity = 2;
rt.ambientOcclusion(300, 5.0, 0.5);
DefaultSampler sampler(w, h);
sampler.setOversample(2);
sampler.setSubsample(1);
rt.setSampler(&sampler);
rt.render();
sampler.getPixmap().writePNG("textures.png");
}
return 0;
}