Files
dorayme/source/include/world.h

74 lines
1.5 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* World header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_WORLD_H
#define DORAYME_WORLD_H
#include <stdint.h>
#include <light.h>
#include <shape.h>
#include <intersect.h>
#include <ray.h>
#include <stdio.h>
#include <group.h>
#include <worldoptimiser.h>
#ifdef ENABLE_LUA_SUPPORT
extern "C" {
#include <lua.h>
}
#endif
class World
{
public:
uint32_t lightCount;
private:
uint32_t allocatedLightCount;
Light* *lightList;
Group worldGroup;
#ifdef ENABLE_LUA_SUPPORT
lua_State *L;
#endif
public:
World();
~World();
void addObject(Shape *s);
void addLight(Light *l);
/* Some debug things */
bool lightIsIn(Light &l);
bool objectIsIn(Shape &s);
Shape *getObject(int i) { return this->worldGroup[i]; };
Light *getLight(int i) { return this->lightList[i]; };
uint32_t getObjectCount() { return this->worldGroup.getObjectCount(); };
uint32_t getLightCount() { return this->lightCount; };
Tuple shadeHit(Computation comps, uint32_t depthCount = 4);
Tuple colourAt(Ray r, uint32_t depthCount = 4);
bool isShadowed(Tuple point, Tuple lightPosition);
Colour reflectColour(Computation comps, uint32_t depthCount = 4);
Colour refractedColour(Computation comps, uint32_t depthCount = 4);
void intersect(Ray &r, Intersect &xs);
void finalise(WorldOptimiser &opt);
void dumpMe(FILE *fp);
};
#endif /* DORAYME_WORLD_H */