A new scene and some optimisations.
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@@ -25,31 +25,7 @@ struct Computation
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
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overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2), material(objMat) { };
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double schlick()
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{
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/* Find the cos of the angle betzeen the eye and normal vector */
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double cos = this->eyeVector.dot(this->normalVector);
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double r0;
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/* Total internal reflection can only occur when n1 > n2 */
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if (this->n1 > this->n2)
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{
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double n, sin2_t;
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n = this->n1 / this->n2;
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sin2_t = (n * n) * (1.0 - (cos * cos));
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if (sin2_t > 1.0)
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{
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return 1.0;
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}
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/* Compute the cos of theta */
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cos = sqrt(1.0 - sin2_t);
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}
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r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
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r0 = r0 * r0;
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return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
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};
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double schlick();
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Shape *object;
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double t;
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@@ -73,7 +49,6 @@ class Intersection
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public:
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double t;
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Shape *object;
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double u, v;
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public:
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@@ -42,11 +42,14 @@ protected:
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ShapeType type;
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Matrix localTransformMatrix;
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bool locked;
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uint64_t objectId;
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protected:
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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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static uint64_t newObjectId();
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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@@ -65,6 +68,9 @@ public:
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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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uint64_t getObjectId() { return this->objectId; };
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void setObjectId(uint64_t oid) { this->objectId = oid; };
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/* Bounding box points are always world value */
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virtual BoundingBox getLocalBounds();
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virtual BoundingBox getBounds();
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@@ -92,6 +98,7 @@ 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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Material *getMaterial();
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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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@@ -24,9 +24,17 @@ Intersect::Intersect()
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{
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this->allocated = MIN_ALLOC;
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this->list = (Intersection **)calloc(sizeof(Intersection *), MIN_ALLOC);
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stats.addMalloc();
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stats.addIntersect();
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this->num = 0;
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if (this->list != nullptr)
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{
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stats.addMalloc();
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stats.addIntersect();
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this->num = 0;
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}
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else
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{
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printf("ABORT: Allocation error [%s]!\n", __FUNCTION__);
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exit(-1);
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}
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}
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Intersect::~Intersect()
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@@ -34,12 +42,17 @@ Intersect::~Intersect()
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int i;
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for(i = 0; i < this->num; i++)
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{
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delete this->list[i];
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if (this->list[i] != nullptr)
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{
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delete this->list[i];
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this->list[i] = nullptr;
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}
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}
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/* Free stuff */
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if (this->list != nullptr)
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{
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free(this->list);
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this->list = nullptr;
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}
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}
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@@ -10,6 +10,32 @@
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#include <shape.h>
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#include <list.h>
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double Computation::schlick()
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{
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/* Find the cos of the angle betzeen the eye and normal vector */
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double cos = this->eyeVector.dot(this->normalVector);
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double r0;
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/* Total internal reflection can only occur when n1 > n2 */
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if (this->n1 > this->n2)
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{
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double n, sin2_t;
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n = this->n1 / this->n2;
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sin2_t = (n * n) * (1.0 - (cos * cos));
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if (sin2_t > 1.0)
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{
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return 1.0;
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}
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/* Compute the cos of theta */
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cos = sqrt(1.0 - sin2_t);
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}
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r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
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r0 = r0 * r0;
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return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
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};
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Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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double n1 = 1.0;
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@@ -42,7 +68,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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Tuple reflectV = r.direction.reflect(normalV);
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/* If the hit object is not transparent, there is no need to do that. I think .*/
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if ((xs != nullptr) && (xs->hit().object->material.transparency > 0))
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if ((xs != nullptr) && (xs->hit().object->getMaterial()->transparency > 0))
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{
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List containers;
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int j;
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@@ -54,7 +80,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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if (!containers.isEmpty())
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{
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n1 = containers.last()->material.refractiveIndex;
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n1 = containers.last()->getMaterial()->refractiveIndex;
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}
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}
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@@ -71,7 +97,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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if (!containers.isEmpty())
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{
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n2 = containers.last()->material.refractiveIndex;
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n2 = containers.last()->getMaterial()->refractiveIndex;
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}
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/* End the loop */
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@@ -80,10 +106,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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}
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}
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Shape *s = this->object;
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/* For now don't get root group material */
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while((!s->materialSet) && (s->parent != nullptr)) { s = s->parent; }
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Material *m = this->object->getMaterial();
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return Computation(this->object,
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this->t,
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@@ -96,5 +119,5 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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n1,
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n2,
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underHitP,
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&s->material);
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}
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m);
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}
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@@ -101,13 +101,15 @@ Matrix Matrix::operator*(const Matrix &b) const
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return ret;
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}
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#define FastGet4(_x, _y) (this->data[4 * (_x) + (_y)])
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/* TODO: Check if we can optimise this function. It is called a lot */
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Tuple Matrix::operator*(const Tuple &b) const
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{
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return Tuple(b.x * this->get(0, 0) + b.y * this->get(0, 1) + b.z * this->get(0, 2) + b.w * this->get(0, 3),
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b.x * this->get(1, 0) + b.y * this->get(1, 1) + b.z * this->get(1, 2) + b.w * this->get(1, 3),
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b.x * this->get(2, 0) + b.y * this->get(2, 1) + b.z * this->get(2, 2) + b.w * this->get(2, 3),
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b.x * this->get(3, 0) + b.y * this->get(3, 1) + b.z * this->get(3, 2) + b.w * this->get(3, 3));
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return Tuple(b.x * FastGet4(0, 0) + b.y * FastGet4(0, 1) + b.z * FastGet4(0, 2) + b.w * FastGet4(0, 3),
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b.x * FastGet4(1, 0) + b.y * FastGet4(1, 1) + b.z * FastGet4(1, 2) + b.w * FastGet4(1, 3),
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b.x * FastGet4(2, 0) + b.y * FastGet4(2, 1) + b.z * FastGet4(2, 2) + b.w * FastGet4(2, 3),
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b.x * FastGet4(3, 0) + b.y * FastGet4(3, 1) + b.z * FastGet4(3, 2) + b.w * FastGet4(3, 3));
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}
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Matrix Matrix::identity()
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@@ -181,7 +181,7 @@ void RenderStats::printStats()
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printf("Malloc called : %lld\n", this->mallocCallCount);
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printf("Realloc called : %lld\n", this->reallocCallCount);
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printf("Bounding box missed : %lld\n", this->discardedIntersectCount);
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printf("Min depth atteined : %lld\n", this->maxDepthAttained);
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printf("Min depth attained : %lld\n", this->maxDepthAttained);
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printf("Max intersect count : %lld\n", this->maxIntersectOnARay);
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printf("==================================================\n");
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};
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@@ -484,6 +484,9 @@ int OBJFile::execLine(int argc, char *argv[], uint32_t currentLine)
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this->verticesNormal(vn[2]),
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this->verticesNormal(vn[3]));
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}
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/* Set the object id to the OBJ one */
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t->setObjectId(this->getObjectId());
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this->currentGroup->addObject(t);
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ret = 0;
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}
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@@ -523,7 +526,7 @@ int OBJFile::execLine(int argc, char *argv[], uint32_t currentLine)
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this->verticesNormal(vn[i]),
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this->verticesNormal(vn[i + 1]));
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}
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t->setObjectId(this->getObjectId());
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this->currentGroup->addObject(t);
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}
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ret = 0;
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@@ -15,6 +15,7 @@
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Shape::Shape(ShapeType type)
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{
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this->objectId = Shape::newObjectId();
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this->locked = false;
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this->parent = nullptr;
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this->dropShadow = true;
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@@ -25,6 +26,17 @@ Shape::Shape(ShapeType type)
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this->updateTransform();
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}
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uint64_t Shape::newObjectId()
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{
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static uint64_t id = 0;
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uint64_t ret;
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ret = id++;
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return ret;
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}
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void Shape::intersect(Ray &r, Intersect &xs)
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{
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this->localIntersect(this->invTransform(r), xs);
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@@ -95,6 +107,16 @@ BoundingBox Shape::getBounds()
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return ret;
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}
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Material *Shape::getMaterial()
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{
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Shape *s = this;
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while((!s->materialSet) && (s->parent != nullptr))
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{
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s = s->parent;
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}
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return &s->material;
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}
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void Shape::dumpMe(FILE *fp)
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{
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if (this->materialSet)
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@@ -112,9 +134,9 @@ void Shape::dumpMe(FILE *fp)
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this->getBounds().dumpMe(fp);
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fprintf(fp, "},\n");
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}
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fprintf(fp, "\"id\": %p,\n", this);
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fprintf(fp, "\"id\": %ld,\n", this->getObjectId());
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if (this->parent)
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{
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fprintf(fp, "\"parentId\": %p,\n", this->parent);
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fprintf(fp, "\"parentId\": %ld,\n", this->parent->getObjectId());
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}
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}
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