gpuray_glsl

annotate src/scene.h @ 0:f234630e38ff

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 09 Nov 2014 13:03:36 +0200
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nuclear@0 1 #ifndef SCENE_H_
nuclear@0 2 #define SCENE_H_
nuclear@0 3
nuclear@0 4 #include <vector>
nuclear@0 5 #include "object.h"
nuclear@0 6 #include "light.h"
nuclear@0 7 #include "camera.h"
nuclear@0 8 #include "texture.h"
nuclear@0 9
nuclear@0 10 class Scene {
nuclear@0 11 protected:
nuclear@0 12 std::vector<Object*> objects;
nuclear@0 13 std::vector<Light*> lights;
nuclear@0 14 Camera *camera;
nuclear@0 15
nuclear@0 16 static TargetCamera def_cam; // default camera
nuclear@0 17
nuclear@0 18 Color bgcolor;
nuclear@0 19 TextureCube *envmap, *envmap_conv;
nuclear@0 20 float fog_start, fog_end;
nuclear@0 21
nuclear@0 22 public:
nuclear@0 23 Scene();
nuclear@0 24 virtual ~Scene();
nuclear@0 25
nuclear@0 26 virtual bool load(const char *fname);
nuclear@0 27 virtual bool save(const char *fname) const;
nuclear@0 28
nuclear@0 29 virtual void set_background_color(const Color &color);
nuclear@0 30 virtual void set_fog(float fog_start, float fog_end);
nuclear@0 31 virtual void get_fog(float *fog_start, float *fog_end) const;
nuclear@0 32
nuclear@0 33 virtual void set_environment_map(TextureCube *map, TextureCube *map_conv = 0);
nuclear@0 34
nuclear@0 35 virtual void add_object(Object *obj);
nuclear@0 36 virtual Object *get_object(int i) const;
nuclear@0 37 virtual int get_object_count() const;
nuclear@0 38
nuclear@0 39 virtual void add_light(Light *lt);
nuclear@0 40 virtual Light *get_light(int i) const;
nuclear@0 41 virtual int get_light_count() const;
nuclear@0 42
nuclear@0 43 virtual void set_camera(Camera *cam);
nuclear@0 44 virtual Camera *get_camera() const;
nuclear@0 45
nuclear@0 46 virtual bool intersect(const Ray &ray, HitPoint *hit) const;
nuclear@0 47
nuclear@0 48 virtual Color env_color(const Ray &ray) const;
nuclear@0 49
nuclear@0 50 virtual void prepare_xform(long msec);
nuclear@0 51
nuclear@0 52 friend Color trace_ray(const Scene *scn, const Ray &ray, int rdepth);
nuclear@0 53 friend Color shade(const Scene *scn, const Ray &ray, const HitPoint &hit, int rdepth);
nuclear@0 54 };
nuclear@0 55
nuclear@0 56 #endif // SCENE_H_