/** * @file raytracer.h * @brief The base class of the ray tracer * * 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 RAYTRACER_H#define RAYTRACER_H#include <vector>#include <queue>#include "common.h"#include "container.h"#include "scene.h"class Raytracer;/** * main ray tracer class */class Raytracer{ Container *top; /**< container with shapes */ Sampler *sampler; /**< active sampler */ Camera *camera; /**< active camera */ vector<Light*> lights; /**< array of lights in the scene */ Colour bg_colour; /**< background colour */ /* ambient occlussion parameters */ Float ao_distance, ao_angle; int ao_samples; int num_threads; /**< number of threads to use for rendering */ int max_depth; /**< maximum depth of recursion */ bool use_packets; /**< allow ray packet tracing */ /* private helper variables */ Sample *sample_queue; int sample_queue_pos, sample_queue_size, sample_queue_count; bool end_of_samples; pthread_mutex_t sample_queue_mutex, sampler_mutex; pthread_cond_t sample_queue_cond, worker_ready_cond; /** * Hammersley spherical point distribution function * http://www.cse.cuhk.edu.hk/~ttwong/papers/udpoint/udpoints.html * @param[in] i sample index * @param[in] n number of samples * @param[in] extent angle of dispersion * @param[in] normal central direction vector */ Vector SphereDistribute(int i, int n, Float extent, const Vector &normal); /** * shader implementing Phong lighting model * @param[in] P point of intersection * @param[in] N normal in intersect. point * @param[in] R direction of reflected ray * @param[in] V direction to the viewer * @return colour of the surface */ Colour PhongShader(const Shape *shape, const Vector &P, const Vector &N, const Vector &V); /** light scattering function */ void lightScatter(const Ray &ray, const Shape *shape, int depth, const Vector &P, const Vector &normal, bool from_inside, Colour &col);#ifndef NO_SIMD VectorPacket PhongShader_packet(const Shape* const* shapes, const VectorPacket &P, const VectorPacket &N, const VectorPacket &V); void raytracePacket(RayPacket &rays, Colour *results);#endif /** main function of the ray tracing worker */ NORETURN static void *raytrace_worker(void *d);public: Raytracer(): top(NULL), camera(NULL), lights(), bg_colour(0., 0., 0.), ao_samples(0), num_threads(4), max_depth(3), use_packets(true) { pthread_mutex_init(&sample_queue_mutex, NULL); pthread_mutex_init(&sampler_mutex, NULL); pthread_cond_init (&sample_queue_cond, NULL); pthread_cond_init (&worker_ready_cond, NULL); }; ~Raytracer() { pthread_mutex_destroy(&sample_queue_mutex); pthread_mutex_destroy(&sampler_mutex); pthread_cond_destroy (&sample_queue_cond); pthread_cond_destroy (&worker_ready_cond); } /** start the rendering process */ void render(); /** ray trace one ray */ Colour raytrace(Ray &ray, int depth, const Shape *origin_shape); /** add shape to container */ void addShape(Shape *shape) { top->addShape(shape); }; /** add light to scene */ void addLight(Light *light) { lights.push_back(light); }; /** set active sampler */ void setSampler(Sampler *sampl) { sampler = sampl; }; Sampler *&getSampler() { return sampler; }; /** set active camera */ void setCamera(Camera *cam) { camera = cam; }; Camera *&getCamera() { return camera; }; /** set active container */ void setTop(Container *atop) { top = atop; }; Container *&getTop() { return top; }; /** set background colour */ void setBgColour(const Colour &bg) { bg_colour = bg; }; /** set maximum depth of recursion */ void setMaxDepth(int newdepth) { max_depth = newdepth; }; /** set ambient occlusion parameters */ void ambientOcclusion(int samples, Float distance, Float angle); /** set number of threads to use for rendering */ void setThreads(int num) { num_threads = num; };};#endif