Files
dorayme/source/world.cpp

243 lines
5.8 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* World implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <shape.h>
#include <stdio.h>
#include <string.h>
#ifdef ENABLE_LUA_SUPPORT
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#endif
#define MIN_ALLOC (2)
World::World() : objectCount(0), lightCount(0)
{
this->allocatedLightCount = MIN_ALLOC;
this->lightList = (Light **)calloc(sizeof(Light *), MIN_ALLOC);
this->lightCount = 0;
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectCount = 0;
#ifdef ENABLE_LUA_SUPPORT
this->L = luaL_newstate(); /* opens Lua */
luaL_openlibs(L); /* opens the basic library */
#endif
};
World::~World()
{
/* We need to do some cleanup... */
}
void World::addObject(Shape *s)
{
if ((this->objectCount + 1) > this->allocatedObjectCount)
{
this->allocatedObjectCount *= 2;
this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
}
this->objectList[this->objectCount++] = s;
}
void World::addLight(Light *l)
{
if ((this->lightCount + 1) > this->allocatedLightCount)
{
this->allocatedLightCount *= 2;
this->lightList = (Light **)realloc(this->lightList, sizeof(Light **) * this->allocatedLightCount);
}
this->lightList[this->lightCount++] = l;
}
bool World::lightIsIn(Light &l)
{
int i;
for(i = 0; i < this->lightCount; i++)
{
if (*this->lightList[i] == l)
{
return true;
}
}
return false;
}
bool World::objectIsIn(Shape &s)
{
int i;
for(i = 0; i < this->objectCount; i++)
{
if (*this->objectList[i] == s)
{
return true;
}
}
return false;
}
Intersect World::intersect(Ray r)
{
Intersect ret;
int i, j;
for(i = 0; i < this->objectCount; i++)
{
Intersect xs = this->objectList[i]->intersect(r);
for(j = 0; j < xs.count(); j++)
{
ret.add(xs[j]);
}
}
return ret;
}
Tuple World::shadeHit(Computation comps, uint32_t depthCount)
{
uint32_t lightIndex;
Tuple surface = Colour(0, 0, 0);
for(lightIndex = 0; lightIndex < this->lightCount; lightIndex++)
{
double lightLevel = this->lightList[lightIndex]->intensityAt(*this, comps.overHitPoint);
surface = surface + comps.material->lighting(*this->lightList[lightIndex], comps.overHitPoint, comps.eyeVector,
comps.normalVector, comps.object, lightLevel);
}
Tuple reflected = this->reflectColour(comps, depthCount);
Tuple refracted = this->refractedColour(comps, depthCount);
if ((comps.material->reflective > 0) && (comps.material->transparency > 0))
{
double reflectance = comps.schlick();
return surface + reflected * reflectance + refracted * (1 - reflectance);
}
return surface + reflected + refracted;
}
Tuple World::colourAt(Ray r, uint32_t depthCount)
{
Intersect allHits = this->intersect(r);
Intersection hit = allHits.hit();
stats.setMaxDepth(depthCount);
if (hit.nothing())
{
return Colour(0, 0, 0);
}
else
{
return this->shadeHit(hit.prepareComputation(r, &allHits), depthCount);
}
}
bool World::isShadowed(Tuple point, Tuple lightPosition)
{
Tuple v = lightPosition - point;
double distance = v.magnitude();
Tuple direction = v.normalise();
Ray r = Ray(point, direction);
stats.addLightRay();
Intersect xs = this->intersect(r);
int i;
for(i = 0; i < xs.count(); i++)
{
Intersection h = xs[i];
if (h.t < 0) continue;
if ((h.object->dropShadow == true) && (h.t < distance))
{
return true;
}
}
return false;
}
Colour World::reflectColour(Computation comps, uint32_t depthCount)
{
if ((depthCount == 0) || (comps.material->reflective == 0))
{
return Colour(0, 0, 0);
}
/* So it is reflective, even just a bit. Let'sr reflect the ray! */
Ray reflectedRay = Ray(comps.overHitPoint, comps.reflectVector);
stats.addReflectRay();
Tuple hitColour = this->colourAt(reflectedRay, depthCount - 1);
hitColour = hitColour * comps.material->reflective;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}
Colour World::refractedColour(Computation comps, uint32_t depthCount)
{
double nRatio = comps.n1 / comps.n2;
double cos_i = comps.eyeVector.dot(comps.normalVector);
double sin2_t = (nRatio*nRatio) * (1 - cos_i * cos_i);
if ((sin2_t > 1 ) || (depthCount == 0) || (comps.material->transparency == 0))
{
return Colour(0, 0, 0);
}
double cos_t = sqrt(1.0 - sin2_t);
Tuple direction = comps.normalVector * (nRatio * cos_i - cos_t) - comps.eyeVector * nRatio;
Ray refractedRay = Ray(comps.underHitPoint, direction);
stats.addRefractRay();
Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.material->transparency;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}
void World::dumpMe(FILE *fp)
{
int i;
/* JSON Opening */
fprintf(fp, "{\n");
fprintf(fp, "\"Lights\": {\n");
for(i = 0; i < this->lightCount; i++)
{
fprintf(fp, "\"%d\": {\n", i);
this->lightList[i]->dumpMe(fp);
fprintf(fp, "},\n");
}
fprintf(fp, "},\n");
fprintf(fp, "\"Objects\": {\n");
for(i = 0; i < this->objectCount; i++)
{
fprintf(fp, "\"%d\": {\n", i);
this->objectList[i]->dumpMe(fp);
fprintf(fp, "},\n");
}
fprintf(fp, "},\n");
/* JSON Closing */
fprintf(fp, "}\n");
}