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primitive.h
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/********************************************************************
created: 2010/04/22
file name: primitive.h
author: maxint [email protected]
*********************************************************************/
#ifndef _RT_PRIMITIVE_H_
#define _RT_PRIMITIVE_H_
#include "common.h"
#pragma warning(disable:4800) // int to bool
namespace RayTracer {
// ------------------------------------------------------------------------------
// Primitive class definition
// ------------------------------------------------------------------------------
class Ray;
class Material;
class Primitive
{
public:
enum PrimType
{
PT_SPHERE,
PT_PLANE,
PT_BOX,
PT_TRIANGLE
};
Primitive();
virtual ~Primitive();
Material* getMaterial() const { return mMaterial; }
void setMaterial(Material* aMat) { mMaterial = aMat; }
void setMaterial(const String& matName);
virtual Color getColor(const Vec3& aIP) const;
virtual PrimType getType() const = 0;
/** Intersection detection
\param
aRay light ray
aDist intersection distance
\return
Ray tracing result, hit, miss or inside
*/
virtual RTResult intersect(const Ray& aRay, Real& aDist) = 0;
/** Whether it intersects with a AABB
*/
virtual bool intersetBox(const AABB& aBox) const = 0;
/** Return normalized normal direction
*/
virtual const Vec3& getNormal(const Vec3& aPos) = 0;
virtual const AABB& getAABB() const
{
return mAABB;
}
virtual void setLight(bool isLight) { mIsLight = isLight; }
bool isLight() const { return mIsLight; }
void setName(const String& aName) { mName = aName; }
const String& getName() const { return mName; }
int getLastRayID() const { return mRayID; }
protected:
virtual void getTextureCoord(Real& u, Real& v, const Vec3& aIP) const = 0;
protected:
Material* mMaterial;
String mName;
bool mIsLight;
AABB mAABB;
int mRayID;
};
// ------------------------------------------------------------------------------
// Sphere primitive class definition
// ------------------------------------------------------------------------------
class Sphere : public Primitive
{
public:
Sphere(const Vec3& aCentre, Real aRadius)
: mCentre(aCentre)
, mRadius(aRadius)
, mSqrRadius(aRadius * aRadius)
, mRRadius(1.0f / aRadius)
{
mAABB = AABB(-aRadius * Vec3::ONE + aCentre, aRadius * Vec3::ONE + aCentre);
}
// override from Primitive
PrimType getType() const
{
return PT_SPHERE;
}
RTResult intersect(const Ray& aRay, Real& aDist);
bool intersetBox(const AABB& aBox) const;
const Vec3& getNormal(const Vec3& aPos)
{
mNormal = (aPos - mCentre) * mRRadius;
return mNormal;
}
const Vec3& getCentre() const
{
return mCentre;
}
Real getSqrRadius()
{
mSqrRadius;
}
private:
// override from Primitive
void getTextureCoord(Real& u, Real& v, const Vec3& aIP) const ;
private:
Vec3 mCentre;
Vec3 mNormal;
Real mSqrRadius, mRadius, mRRadius;
};
// ------------------------------------------------------------------------------
// Plane primitive
// ------------------------------------------------------------------------------
class PlanePrim : public Primitive
{
public:
PlanePrim(const Vec3& aNormal, Real aDist);
// override from Primitive
PrimType getType() const
{
return PT_PLANE;
}
const Vec3& getNormal(const Vec3& )
{
return mPlane.N;
}
RTResult intersect(const Ray& aRay, Real& aDist);
bool intersetBox(const AABB& aBox) const;
const Vec3& getNormal() const
{
return mPlane.N;
}
Real getD()
{
return mPlane.D;
}
private:
// override from Primitive
void getTextureCoord(Real& u, Real& v, const Vec3& aIP) const;
private:
Plane mPlane;
Vec3 mUAxis, mVAxis;
};
// ------------------------------------------------------------------------------
// Box primitive class definition
// ------------------------------------------------------------------------------
class Box : public Primitive
{
public:
Box()
{}
Box(const AABB& aBox)
{
mAABB = aBox;
}
// override from Primitive
PrimType getType() const
{
return PT_BOX;
}
RTResult intersect(const Ray& aRay, Real& aDist);
bool intersetBox(const AABB& aBox) const
{
return mAABB.interset(aBox);
}
const Vec3& getNormal(const Vec3& aPos);
bool contains(const Vec3& aPos) const
{
return mAABB.contains(aPos);
}
const Vec3& getPos() const
{
return mAABB.getMin();
}
const Vec3& getDim() const
{
return mAABB.getMax();
}
private:
// override from Primitive
void getTextureCoord(Real& , Real& , const Vec3& ) const {};
private:
Vec3 mNormal;
};
// ------------------------------------------------------------------------------
// A Triangle Primitive
// ------------------------------------------------------------------------------
/// A vertex with position, normal and texcoords
class Vertex
{
public:
Vec3 mPos, mNormal;
Real mU, mV;
public:
Vertex() {}
Vertex(const Vec3& aPos, const Vec3& aNormal = Vec3::ZERO, Real u = 0, Real v = 0)
: mPos(aPos), mNormal(aNormal)
, mU(u), mV(v)
{}
};
class TrianglePrim : public Primitive
{
public:
TrianglePrim(Vertex* v1, Vertex* v2, Vertex* v3, bool genNorm = false);
// override from Primitive
PrimType getType() const { return PT_TRIANGLE; }
RTResult intersect(const Ray& aRay, Real& aDist);
bool intersetBox(const AABB& aBox) const;
const Vec3& getNormal(const Vec3& aPos);
private:
// override from Primitive
void getTextureCoord(Real& u, Real& v, const Vec3& aIP) const;
private:
Vertex* mVertices[3];
Vec3 mN;
int mMajorAxis; // 法向主轴
Vec3 mBaryCoord; // 求交计算结果,用于求法向
Real mBx, mBy, mCx, mCy; // 求质心坐标的预计算结果
Vec3 mNormal;
};
// ------------------------------------------------------------------------------
// Light class definition
// ------------------------------------------------------------------------------
class Light
{
public:
enum LightType
{
LT_NONE,
LT_POINT,
LT_DIRECTIONAL,
LT_SPOT,
LT_AREA,
};
enum StateToggler
{
AMBIENT = 1,
DIFFUSE = 1<<1,
SPECULAR = 1<<2
};
public:
Light()
: mAmbient(0.2f,0.2f,0.2f)
, mDiffuse(0.8f,0.8f,0.8f)
, mSpecular(0,0,0)
, mPosition(0,0,1)
, mDirection(0,0,-1)
, mSpotFallOff(180)
, mAttenuation0(1)
, mAttenuation1(0)
, mAttenuation2(0)
, mSpotExponent(30)
, mState(AMBIENT | DIFFUSE)
{}
// ambient
void setAmbient(Real _r, Real _g, Real _b)
{
mAmbient.r = _r;
mAmbient.g = _g;
mAmbient.b = _b;
_setColorState(mAmbient, AMBIENT);
}
const Color& getAmbient() const { return mAmbient; }
bool isAmbient() const { return (mState & AMBIENT); }
void setAmbient(const Color& val) { setAmbient(val.r, val.g, val.b); }
// diffuse
void setDiffuse(Real _r, Real _g, Real _b)
{
mDiffuse.r = _r;
mDiffuse.g = _g;
mDiffuse.b = _b;
_setColorState(mDiffuse, DIFFUSE);
}
const Color& getDiffuse() const { return mDiffuse; }
bool isDiffuse() const { return (mState & DIFFUSE); }
void setDiffuse(const Color& val) { setDiffuse(val.r, val.g, val.b); }
// specular
void setSpecular(Real _r, Real _g, Real _b)
{
mSpecular.r = _r;
mSpecular.g = _g;
mSpecular.b = _b;
_setColorState(mSpecular, SPECULAR);
}
const Color& getSpecular() const { return mSpecular; }
bool isSpecular() const { return (mState & SPECULAR); }
void setSpecular(const Color& val) { setSpecular(val.r, val.b, val.g); }
// directional light setting
const Vec3& getDirection() const { return mDirection; }
void setDirection(const Vec3& val)
{
mDirection = val;
mDirection.Normalize();
}
void setDirection(Real nx, Real ny, Real nz)
{
mDirection.x = nx;
mDirection.y = ny;
mDirection.z = nz;
mDirection.Normalize();
}
private:
void _setColorState(const Color& clr, StateToggler tog)
{
if (clr.Length() > RT_EPSILON)
mState |= tog;
else
mState &= ~tog;
}
private:
Color mAmbient, mDiffuse, mSpecular; // 需要状态判断
Vec3 mDirection;
public:
LightType mType;
Real mShininess;
Vec3 mPosition;
Real mSpotFallOff;
Real mSpotExponent;
Real mAttenuation0;
Real mAttenuation1;
Real mAttenuation2;
AABB mAABB;
int mState;
};
}; // namespace RayTracer
#endif // _RT_PRIMITIVE_H_