Huge speed up by changing how Intersect are shared.
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@@ -17,7 +17,7 @@
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class Cone : public Shape {
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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@@ -28,7 +28,7 @@ protected:
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BoundingBox bounds;
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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BoundingBox getLocalBounds();
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@@ -42,7 +42,7 @@ protected:
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public:
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CSG(OperationType operation, Shape *left, Shape *right);
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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bool includes(Shape *b);
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@@ -19,7 +19,7 @@ class Cube : public Shape {
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protected:
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void checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax);
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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@@ -18,7 +18,7 @@
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class Cylinder : public Shape {
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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@@ -28,7 +28,7 @@ private:
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char name[32 + 1];
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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BoundingBox bounds;
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@@ -43,7 +43,7 @@ public:
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Shape *getObject(const int p) { return this->objectList[p]; };
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Shape *getUnboxable(const int p) { return this->unboxableObjectList[p]; };
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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BoundingBox getLocalBounds();
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BoundingBox getBounds();
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@@ -59,6 +59,8 @@ public:
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void lock();
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void setBounds(BoundingBox &bb) { this->bounds | bb; };
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const char *getName() { return this->name; };
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void dumpMe(FILE * fp);
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@@ -31,7 +31,7 @@ private:
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uint32_t vertexNormalCount;
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private:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -59,7 +59,7 @@ public:
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Point vertices(uint32_t i) { return *this->vertexList[i - 1]; };
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Vector verticesNormal(uint32_t i) { return *this->vertexNormalList[i - 1]; };
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Group *groups(const char *groupName);
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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BoundingBox getLocalBounds();
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BoundingBox getBounds();
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@@ -14,7 +14,7 @@
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class Plane : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -44,7 +44,7 @@ protected:
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bool locked;
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protected:
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virtual Intersect localIntersect(Ray r) = 0;
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virtual void localIntersect(Ray r, Intersect &xs) = 0;
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virtual Tuple localNormalAt(Tuple point, Intersection *hit) = 0;
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public:
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@@ -62,7 +62,7 @@ public:
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ShapeType getType() { return this->type; };
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virtual Intersect intersect(Ray r);
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virtual void intersect(Ray &r, Intersect &xs);
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Tuple normalAt(Tuple point, Intersection *hit = nullptr);
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/* Bounding box points are always world value */
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@@ -92,8 +92,8 @@ public:
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; this->materialSet = true; };
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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Ray transform(Ray &r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray &r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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bool operator==(const Shape &b) const { return this->material == b.material &&
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this->type == b.type &&
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@@ -18,7 +18,7 @@
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class Sphere : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -16,7 +16,7 @@
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class TestShape : public Shape
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{
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private:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -15,7 +15,7 @@
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class Triangle : public Shape
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{
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protected:
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Intersect localIntersect(Ray r);
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void localIntersect(Ray r, Intersect &xs);
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Tuple localNormalAt(Tuple point, Intersection *hit = nullptr);
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public:
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@@ -63,7 +63,7 @@ public:
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Colour reflectColour(Computation comps, uint32_t depthCount = 4);
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Colour refractedColour(Computation comps, uint32_t depthCount = 4);
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Intersect intersect(Ray r);
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void intersect(Ray &r, Intersect &xs);
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void finalise(WorldOptimiser &opt);
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