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