added Python binding for material.h classes
added raytracermodule.h header file for declarations
updated car.py demo
added texture.py demo (based on spheres_glass.py)
all remaining 'centre' changed to more common 'center'
added some more const's to material.h
/**
* @file material.h
* @brief Material and Texture classes
*
* 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 MATERIAL_H
#define MATERIAL_H
#include "common.h"
#include "vector.h"
#include "pixmap.h"
/**
* perlin noise
*/
Float perlin(Float x, Float y, Float z);
/**
* general texture
*/
class Texture
{
public:
virtual ~Texture() {};
virtual Colour evaluate(const Vector &point) = 0;
};
/**
* general colour map
*/
class ColourMap
{
public:
virtual ~ColourMap() {};
virtual Colour map(const Float &val) = 0;
};
/**
* linear colour map
* maps value lineary between two colours
*/
class LinearColourMap: public ColourMap
{
Colour col, cdiff;
public:
LinearColourMap(const Colour &clow, const Colour &chigh):
col(clow), cdiff(chigh-clow) {};
Colour map(const Float &val) { return col + cdiff*val; };
};
/**
* bound colour map
* initialize with two arrays, bounds and colours, of same size
* bounds must contain numbers between 0 and 1 in rising order,
* last number should be larger than max 'val'
* colours are mapped to slices between bounds (with zero being
* implicit bottom bound)
*/
class BoundColourMap: public ColourMap
{
Float *bounds;
Colour *colours;
public:
BoundColourMap(Float *abounds, Colour *acolours):
bounds(abounds), colours(acolours) {};
Colour map(const Float &val)
{
Float *b = bounds;
Colour *c = colours;
while (val > *b)
{
b++;
c++;
}
return *c;
};
};
/**
* general texture mapping
*/
class TextureMap
{
protected:
Vector center;
Float invsize;
public:
TextureMap(const Vector &acenter, const Float &size):
center(acenter), invsize(1.0f/size) {};
virtual ~TextureMap() {};
virtual void map(const Vector &point, Float &u, Float &v) const = 0;
};
/**
* planar mapping
*/
class PlanarMap: public TextureMap
{
public:
PlanarMap(const Vector &acenter, const Float &size):
TextureMap(acenter, size) {};
void map(const Vector &point, Float &u, Float &v) const
{
const Vector p = point - center;
u = p.x*invsize;
v = p.y*invsize;
};
};
/**
* cubic mapping
*/
class CubicMap: public TextureMap
{
public:
CubicMap(const Vector &acenter, const Float &size):
TextureMap(acenter, size) {};
void map(const Vector &point, Float &u, Float &v) const
{
const Vector p = point - center;
if (fabs(p.x) > fabs(p.y))
{
if (fabs(p.x) > fabs(p.z))
{
if (p.x < 0)
u = -p.y;
else
u = p.y;
v = p.z;
}
else
{
if (p.z < 0)
u = -p.x;
else
u = p.x;
v = p.y;
}
}
else
{
if (fabs(p.y) > fabs(p.z))
{
if (p.y < 0)
u = -p.x;
else
u = p.x;
v = p.z;
}
else
{
if (p.z < 0)
u = -p.x;
else
u = p.x;
v = p.y;
}
}
u = u*invsize;
v = v*invsize;
};
};
/**
* cylindrical mapping
*/
class CylinderMap: public TextureMap
{
public:
CylinderMap(const Vector &acenter, const Float &size):
TextureMap(acenter, size) {};
void map(const Vector &point, Float &u, Float &v) const
{
const Vector p = point - center;
u = ( PI + atan2(p.z, p.x) ) * invsize;
v = p.y * invsize;
};
};
/**
* spherical mapping
*/
class SphereMap: public TextureMap
{
public:
SphereMap(const Vector &acenter, const Float &size):
TextureMap(acenter, size) {};
void map(const Vector &point, Float &u, Float &v) const
{
const Vector p = point - center;
u = ( PI + atan2(p.z, p.x) ) * invsize;
v = acos(p.y / p.mag()) * invsize;
};
};
/**
* general 2D texture
*/
class Texture2D: public Texture
{
protected:
const TextureMap *map;
public:
Texture2D(const TextureMap *amap): map(amap) {};
};
/**
* 2D image texture
*/
class ImageTexture: public Texture2D
{
const Pixmap *pixmap;
public:
ImageTexture(const TextureMap *tmap, const Pixmap *image):
Texture2D(tmap), pixmap(image) {};
Colour evaluate(const Vector &point)
{
Float u,v;
map->map(point, u,v);
u = u - 0.5f;
u -= floor(u);
v = -(v - 0.5f);
v -= floor(v);
return pixmap->get((int)(u*pixmap->getWidth()), (int)(v*pixmap->getHeight()));
};
};
/**
* 2D checkers texture
*/
class CheckersTexture: public Texture2D
{
ColourMap *colourmap;
public:
CheckersTexture(TextureMap *tmap, ColourMap *cmap):
Texture2D(tmap), colourmap(cmap) {};
Colour evaluate(const Vector &point)
{
Float u,v, val;
map->map(point, u,v);
val = 0.5f*(floor(0.5f + u - floor(u)) + floor(0.5f + v - floor(v)));
return colourmap->map(val);
};
};
/**
* 3D perlin cloud texture
*/
class CloudTexture: public Texture
{
ColourMap *colourmap;
Float detail;
public:
CloudTexture(const Float &adetail, ColourMap *cmap):
colourmap(cmap), detail(adetail) {};
Colour evaluate(const Vector &point)
{
Float sum = 0.0;
for (int i = 1; i < detail; i++)
sum += fabs(perlin(point.x*i, point.y*i, point.z*i))/i;
//Float value = sinf(point.x + sum)/2 + 0.5;
return colourmap->map(sum);
};
};
/**
* material
*/
class Material
{
public:
Colour colour;
Texture *texture;
Float ambient, diffuse, specular, shininess; // Phong constants
Float reflectivity; // how much reflective is the surface
Float transmissivity, refract_index; // part of light which can be refracted; index of refraction
int smooth; // triangle smoothing
Material(const Colour &acolour): colour(acolour), texture(NULL), smooth(false)
{
ambient = 0.2f;
diffuse = 0.8f;
specular = 0.2f;
shininess = 0.5f;
reflectivity = 0.2f;
transmissivity = 0.0f;
refract_index = 1.3f;
}
void setPhong(const Float amb, const Float dif, const Float spec, const Float shin)
{ ambient = amb; diffuse = dif; specular = spec; shininess = shin; };
void setReflectivity(const Float refl) { reflectivity = refl; };
void setTransmissivity(const Float trans, const Float rindex)
{ transmissivity = trans; refract_index = rindex; };
void setSmooth(int sm) { smooth = sm; };
void setTexture(Texture *tex) { texture = tex; };
};
#endif