Files
dorayme/source/intersect.cpp

78 lines
1.7 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Intersect implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <stdlib.h>
#include <math_helper.h>
#include <intersect.h>
#include <float.h>
#include <renderstat.h>
#define MIN_ALLOC (2)
/* TODO: Memory allocation, even if using standard calloc/realloc have a huge impact on performances. need to find a way
* to reuse the intersect object without reallocating from scratch all the time. We use a lot of Intersect objects as
* there is at least 2 per ray (one for Ray intersect object, one object per light)
*/
Intersect::Intersect()
{
this->allocated = MIN_ALLOC;
this->list = (Intersection **)calloc(sizeof(Intersection *), MIN_ALLOC);
stats.addMalloc();
stats.addIntersect();
this->num = 0;
}
Intersect::~Intersect()
{
/* Free stuff */
free(this->list);
}
void Intersect::add(Intersection i)
{
Intersection *x;
int j, k;
if ((this->num + 1) > this->allocated)
{
this->allocated *= 2;
stats.addRealloc();
this->list = (Intersection **)realloc(this->list, sizeof(Intersection *) * this->allocated);
}
this->list[this->num++] = new Intersection(i.t, i.object);
stats.setMaxIntersect(this->num);
/* Now sort.. */
for(j = 1; j < (this->num); j++)
{
x = this->list[j];
k = j;
while( (k > 0) && (this->list[k - 1]->t) > x->t )
{
this->list[k] = this->list[k - 1];
k--;
}
this->list[k] = x;
}
}
Intersection Intersect::hit()
{
int i;
for(i = 0; i < this->num; i++)
{
if (this->list[i]->t >= 0)
return *this->list[i];
}
return Intersection(0, nullptr);
}