C++ demos: prepare infrastructure, add spheres_shadow.cc
rename Ray::a to Ray::o
KdNode::shapes changed to pointer and added to union together with *children (to save memory)
/*
* C++ RayTracer
* file: scene.h
*
* Radek Brich, 2006
*/
#ifndef SCENE_H
#define SCENE_H
#include <vector>
#include "noise.h"
#include "vector.h"
using namespace std;
class Ray
{
public:
Vector3 o, dir;
Ray(const Vector3 &ao, const Vector3 &adir):
o(ao), dir(adir) {};
};
/* axis-aligned bounding box */
class BBox
{
public:
Vector3 L;
Vector3 H;
BBox(): L(), H() {};
BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {};
float w() { return H.x-L.x; };
float h() { return H.y-L.y; };
float d() { return H.z-L.z; };
bool intersect(const Ray &ray, float &a, float &b);
};
class Light
{
public:
Vector3 pos;
Colour colour;
int shadows;
Light(const Vector3 &position, const Colour &acolour):
pos(position), colour(acolour), shadows(1) {};
void castshadows(bool ashadows) { shadows = ashadows; };
};
class Texture
{
public:
Colour colour;
Colour evaluate(Vector3 point)
{
float sum = 0.0;
for (int i = 1; i < 5; i++)
sum += fabsf(perlin(point.x*i, point.y*i, point.z*i))/i;
float value = sinf(point.x + sum)/2 + 0.5;
return Colour(value*colour.r, value*colour.g, value*colour.b);
};
};
class Material
{
public:
float ambient, diffuse, specular, shininess; // Phong constants
float reflection; // how much reflectife is the surface
float refraction; // refraction index
float transmitivity;
Texture texture;
Material(const Colour &acolour) {
texture.colour = acolour;
ambient = 0.1;
diffuse = 0.5;
specular = 1.0;
shininess = 20.0;
reflection = 0.5;
}
};
class Shape
{
public:
Material *material;
Shape() {};
virtual ~Shape() {};
// first intersection point
virtual bool intersect(const Ray &ray, float &dist) = 0;
// all intersections (only for CSG)
virtual bool intersect_all(const Ray &ray, float dist, vector<float> &allts) = 0;
// normal at point P
virtual Vector3 normal(Vector3 &P) = 0;
virtual BBox get_bbox() = 0;
};
class Sphere: public Shape
{
float sqr_radius;
float inv_radius;
public:
Vector3 center;
float radius;
Sphere(const Vector3 &acenter, const float aradius, Material *amaterial):
sqr_radius(aradius*aradius), inv_radius(1.0f/aradius),
center(acenter), radius(aradius) { material = amaterial; }
bool intersect(const Ray &ray, float &dist);
bool intersect_all(const Ray &ray, float dist, vector<float> &allts);
Vector3 normal(Vector3 &P) { return (P - center) * inv_radius; };
BBox get_bbox();
};
class Box: public Shape
{
Vector3 L;
Vector3 H;
public:
Box(const Vector3 &aL, const Vector3 &aH, Material *amaterial): L(aL), H(aH)
{
for (int i = 0; i < 3; i++)
if (L.cell[i] > H.cell[i])
swap(L.cell[i], H.cell[i]);
material = amaterial;
};
bool intersect(const Ray &ray, float &dist);
bool intersect_all(const Ray &ray, float dist, vector<float> &allts) {return false;};
Vector3 normal(Vector3 &P);
BBox get_bbox() { return BBox(L, H); };
};
class Triangle: public Shape
{
int k; // dominant axis
float nu, nv, nd;
float bnu, bnv;
float cnu, cnv;
public:
Vector3 A, B, C, N;
Triangle(const Vector3 &aA, const Vector3 &aB, const Vector3 &aC, Material *amaterial);
bool intersect(const Ray &ray, float &dist);
bool intersect_all(const Ray &ray, float dist, vector<float> &allts) {return false;};
Vector3 normal(Vector3 &) { return N; };
BBox get_bbox();
};
#endif