build script fixes, add ldflags build option
update and enhance demos
fix bug in 4x grid oversampling
warn if writePNG called while compiled without libpng
make shapes in ShapeList const
and add many other const needed due to snowball effect
slightly optimize Camera::makeRayPacket using _mm_shuffle_ps
make Vector SIMD vectorization disabled by default (causes problems)
fix bug in implicit reflection of transmissive surfaces,
when surface's reflection parameter is set to zero
/**
* @file scene.h
* @brief Classes for objects in scene (other than shapes).
*
* 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"
/**
* A ray
*/
class Ray
{
public:
Vector o; ///< Origin
Vector dir; ///< Normalized direction
Ray(): o(), dir() {};
Ray(const Vector &ao, const Vector &adir):
o(ao), dir(adir) {};
};
#ifndef NO_SIMD
/**
* Packet of four rays for SIMD accelerated packet tracing.
*/
class RayPacket
{
public:
VectorPacket o; ///< Packet of four origins
VectorPacket dir; ///< Directions
VectorPacket invdir; ///< Inverted directions (1/dir)
RayPacket(): o(), dir() {};
RayPacket(const VectorPacket &ao, const VectorPacket &adir):
o(ao), dir(adir), invdir(mOne/adir) {};
/** Index operator: get ray 'i' */
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
/**
* General 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(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(PI/8)) {};
Camera(const Vector &from, const Vector &lookat, const Vector &up):
eye(from), F(2*tan(PI/8))
{
p = lookat - from; u = cross(up, p);
p.normalize(); u.normalize();
v = cross(p, u);
};
#ifndef NO_SIMD
void *operator new(size_t size) { return _mm_malloc(size, 16); };
void operator delete(void *p) { _mm_free(p); };
#endif
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*tan(angle/2); };
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 = mshuffle(u.mf4, u.mf4, mShuffle0); // u.x
m1y = mshuffle(u.mf4, u.mf4, mShuffle1); // u.y
m1z = mshuffle(u.mf4, u.mf4, mShuffle2); // 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 = mshuffle(v.mf4, v.mf4, mShuffle0); // v.x
m2y = mshuffle(v.mf4, v.mf4, mShuffle1); // v.y
m2z = mshuffle(v.mf4, v.mf4, mShuffle2); // 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 = mshuffle(p.mf4, p.mf4, mShuffle0); // p.x
m2y = mshuffle(p.mf4, p.mf4, mShuffle1); // p.y
m2z = mshuffle(p.mf4, p.mf4, mShuffle2); // 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 = mshuffle(eye.mf4, eye.mf4, mShuffle0); // eye.x
rays.o.my = mshuffle(eye.mf4, eye.mf4, mShuffle1); // eye.y
rays.o.mz = mshuffle(eye.mf4, eye.mf4, mShuffle2); // eye.z
rays.dir.normalize();
rays.invdir = mOne / rays.dir;
};
#endif
};
/**
* light object
*/
class Light
{
public:
Vector pos;
Colour colour;
int 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(int 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