packetize Phong shader
new scons config options:
simd=(yes|no) - allow/suppress explicit SSE
force_flags=(yes|no) - force use of specified flags instead of autodetected
profile=(yes|no) - enable gcc's profiling (-pg option)
check for pthread.h header, don't try to build without it
add fourth Vector3 component for better memory aligning
rename Vector3 to Vector
partialy SSE-ize Vector class (only fully vertical operations)
build static lib and python module in distinctive directories
to avoid collision of library file names on some platforms
/*
* container.h: Container class
*
* This file is part of Pyrit Ray Tracer.
*
* Copyright 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 CONTAINER_H
#define CONTAINER_H
#include <vector>
#include "shapes.h"
using namespace std;
/**
* general container
*/
class Container
{
protected:
BBox bbox;
public:
ShapeList shapes;
Container(): bbox(), shapes() {};
virtual ~Container() {};
virtual void addShape(Shape* aShape);
//void addShapeNoExtend(Shape* aShape) { shapes.push_back(aShape); };
virtual Shape *nearest_intersection(const Shape *origin_shape, const Ray &ray,
Float &nearest_distance);
virtual void optimize() {};
ShapeList & getShapes() { return shapes; };
virtual ostream & dump(ostream &st);
#ifndef NO_SSE
virtual void packet_intersection(const Shape **origin_shapes, const RayPacket &rays,
Float *nearest_distances, Shape **nearest_shapes);
#endif
};
#endif