Files
dorayme/source/world.cpp
Godzil df52cb36db Working on refraction & transparency.
Lots of work left to do!
2020-02-21 18:59:14 +00:00

160 lines
3.5 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>
#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;
};
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)
{
/* TODO: Add support for more than one light */
bool isThereAnObstacle = this->isShadowed(comps.overHitPoint);
Tuple surface = comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
comps.normalVector, comps.object, isThereAnObstacle);
Tuple reflected = this->reflectColour(comps, depthCount);
return surface + reflected;
}
Tuple World::colourAt(Ray r, uint32_t depthCount)
{
Intersect allHits = this->intersect(r);
Intersection hit = allHits.hit();
if (hit.nothing())
{
return Colour(0, 0, 0);
}
else
{
return this->shadeHit(hit.prepareComputation(r, &allHits), depthCount);
}
}
bool World::isShadowed(Tuple point)
{
/* TODO: Add support for more than one light */
Tuple v = this->lightList[0]->position - point;
double distance = v.magnitude();
Tuple direction = v.normalise();
Ray r = Ray(point, direction);
Intersection h = this->intersect(r).hit();
if (!h.nothing() && (h.t < distance))
{
return true;
}
return false;
}
Colour World::reflectColour(Computation comps, uint32_t depthCount)
{
if ((depthCount == 0) || (comps.object->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);
Tuple hitColour = this->colourAt(reflectedRay, depthCount - 1);
hitColour = hitColour * comps.object->material.reflective;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}