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
/*
* scene.h: classes for objects in scene
*
* 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 SCENE_H
#define SCENE_H
#include <vector>
#include <typeinfo>
#include "common.h"
#include "sampler.h"
#include "vector.h"
#include "quaternion.h"
/**
* ray
*/
class Ray
{
public:
Vector o, dir;
Ray(): o(), dir() {};
Ray(const Vector &ao, const Vector &adir):
o(ao), dir(adir) {};
};
#ifndef NO_SIMD
/**
* packet of 4 rays
*/
class RayPacket
{
public:
VectorPacket o, dir, invdir;
RayPacket(): o(), dir() {};
RayPacket(const VectorPacket &ao, const VectorPacket &adir):
o(ao), dir(adir), invdir(mOne/adir) {};
// index operator - get a ray
Ray operator[](int i) const
{
return Ray(
Vector(o.x[i], o.y[i], o.z[i]),
Vector(dir.x[i], dir.y[i], dir.z[i]));
};
};
#endif
/**
* a camera
*/
class Camera
{
Vector eye, p, u, v;
Float F;
public:
Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), F(2.*tan(M_PI/8.)) {};
Camera(const Vector &C, const Vector &ap, const Vector &au, const Vector &av):
eye(C), p(ap), u(au), v(av), F(2.*tan(M_PI/8.)) {};
Camera(const Vector &from, const Vector &lookat, const Vector &up):
eye(from), F(2.*tan(M_PI/8.))
{
p = lookat - from; u = cross(up, p);
p.normalize(); u.normalize();
v = cross(p, u);
};
const Vector &getEye() const { return eye; };
const Vector &getp() const { return p; };
const Vector &getu() const { return u; };
const Vector &getv() const { return v; };
const Float &getF() const { return F; };
void setEye(const Vector &aeye) { eye = aeye; };
void setp(const Vector &ap) { p = ap; };
void setu(const Vector &au) { u = au; };
void setv(const Vector &av) { v = av; };
void setF(const Float &aF) { F = aF; };
void setAngle(const Float angle) { F = 2.0f*tan(angle/2.0f); };
void rotate(const Quaternion &q);
void move(const Float fw, const Float left, const Float up);
const Ray makeRay(const Sample &samp) const
{
Vector dir = normalize(p - (u*samp.x + v*samp.y)*F);
return Ray(eye, dir);
};
#ifndef NO_SIMD
void makeRayPacket(const Sample *samples, RayPacket &rays) const
{
mfloat4 m1x,m1y,m1z;
mfloat4 m2x,m2y,m2z;
mfloat4 m;
// m1(xyz) = u * samples[i].x
m1x = mset1(u.x);
m1y = mset1(u.y);
m1z = mset1(u.z);
m = mset(samples[3].x, samples[2].x, samples[1].x, samples[0].x);
m1x = mmul(m1x, m);
m1y = mmul(m1y, m);
m1z = mmul(m1z, m);
// m2(xyz) = v * samples[i].y
m2x = mset1(v.x);
m2y = mset1(v.y);
m2z = mset1(v.z);
m = mset(samples[3].y, samples[2].y, samples[1].y, samples[0].y);
m2x = mmul(m2x, m);
m2y = mmul(m2y, m);
m2z = mmul(m2z, m);
// m1(xyz) = (m1 + m2) = (u*samples[i].x + v*samples[i].y)
m1x = madd(m1x, m2x);
m1y = madd(m1y, m2y);
m1z = madd(m1z, m2z);
// m1(xyz) = m1*F = (u*samples[i].x + v*samples[i].y)*F
m = mset1(F);
m1x = mmul(m1x, m);
m1y = mmul(m1y, m);
m1z = mmul(m1z, m);
// m1(xyz) = p - m1 = p - (u*samples[i].x + v*samples[i].y)*F = dir
m2x = mset1(p.x);
m2y = mset1(p.y);
m2z = mset1(p.z);
rays.dir.mx = msub(m2x, m1x);
rays.dir.my = msub(m2y, m1y);
rays.dir.mz = msub(m2z, m1z);
// copy origin
rays.o.mx = mset1(eye.x);
rays.o.my = mset1(eye.y);
rays.o.mz = mset1(eye.z);
rays.dir.normalize();
rays.invdir = mOne/rays.dir;
};
#endif
};
/**
* light object
*/
class Light
{
public:
Vector pos;
Colour colour;
bool cast_shadows;
Light():
pos(Vector(0,0,0)), colour(Colour(1,1,1)), cast_shadows(true) {};
Light(const Vector &position, const Colour &acolour):
pos(position), colour(acolour), cast_shadows(true) {};
void castShadows(bool cast) { cast_shadows = cast; };
};
/**
* axis-aligned bounding box
*/
class BBox
{
public:
Vector L;
Vector H;
BBox(): L(), H() {};
BBox(const Vector &aL, const Vector &aH): L(aL), H(aH) {};
Float w() const { return H.x-L.x; };
Float h() const { return H.y-L.y; };
Float d() const { return H.z-L.z; };
bool intersect(const Ray &ray, Float &a, Float &b) const;
#ifndef NO_SIMD
mfloat4 intersect_packet(const RayPacket &rays, mfloat4 &a, mfloat4 &b) const;
#endif
};
#endif