gpuray_glsl
diff src/scene.cc @ 0:f234630e38ff
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 09 Nov 2014 13:03:36 +0200 |
parents | |
children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/scene.cc Sun Nov 09 13:03:36 2014 +0200 1.3 @@ -0,0 +1,153 @@ 1.4 +#include <stdio.h> 1.5 +#include <stdlib.h> 1.6 +#include <float.h> 1.7 +#include <algorithm> 1.8 +#include "scene.h" 1.9 +#include "texture.h" 1.10 + 1.11 +bool load_scene_file(Scene *scn, const char *fname); 1.12 +bool save_scene_file(const Scene *scn, const char *fname); 1.13 + 1.14 + 1.15 +// default camera 1.16 +TargetCamera Scene::def_cam(Vector3(0, 0, -10), Vector3(0, 0, 0)); 1.17 + 1.18 +Scene::Scene() 1.19 +{ 1.20 + camera = &def_cam; 1.21 + bgcolor = Color(0, 0, 0); 1.22 + envmap = envmap_conv = 0; 1.23 + fog_start = fog_end = -1; 1.24 +} 1.25 + 1.26 +Scene::~Scene() 1.27 +{ 1.28 + for(auto obj: objects) { 1.29 + delete obj; 1.30 + } 1.31 + for(auto lt: lights) { 1.32 + delete lt; 1.33 + } 1.34 + if(camera != &def_cam) { 1.35 + delete camera; 1.36 + } 1.37 + 1.38 + delete envmap; 1.39 + if(envmap_conv != envmap) { 1.40 + delete envmap_conv; 1.41 + } 1.42 +} 1.43 + 1.44 +bool Scene::load(const char *fname) 1.45 +{ 1.46 + return load_scene_file(this, fname); 1.47 +} 1.48 + 1.49 +bool Scene::save(const char *fname) const 1.50 +{ 1.51 + return save_scene_file(this, fname); 1.52 +} 1.53 + 1.54 +void Scene::set_background_color(const Color &color) 1.55 +{ 1.56 + bgcolor = color; 1.57 +} 1.58 + 1.59 +void Scene::set_fog(float fog_start, float fog_end) 1.60 +{ 1.61 + this->fog_start = fog_start; 1.62 + this->fog_end = fog_end; 1.63 +} 1.64 + 1.65 +void Scene::get_fog(float *fog_start, float *fog_end) const 1.66 +{ 1.67 + *fog_start = this->fog_start; 1.68 + *fog_end = this->fog_end; 1.69 +} 1.70 + 1.71 +void Scene::set_environment_map(TextureCube *map, TextureCube *map_conv) 1.72 +{ 1.73 + envmap = map; 1.74 + envmap_conv = map_conv;//map_conv ? map_conv : map; 1.75 +} 1.76 + 1.77 +void Scene::add_object(Object *obj) 1.78 +{ 1.79 + objects.push_back(obj); 1.80 +} 1.81 + 1.82 +Object *Scene::get_object(int i) const 1.83 +{ 1.84 + if(i < 0 || i >= (int)objects.size()) { 1.85 + return 0; 1.86 + } 1.87 + return objects[i]; 1.88 +} 1.89 + 1.90 +int Scene::get_object_count() const 1.91 +{ 1.92 + return (int)objects.size(); 1.93 +} 1.94 + 1.95 +void Scene::add_light(Light *lt) 1.96 +{ 1.97 + lights.push_back(lt); 1.98 +} 1.99 + 1.100 +Light *Scene::get_light(int i) const 1.101 +{ 1.102 + if(i < 0 || i >= (int)lights.size()) { 1.103 + return 0; 1.104 + } 1.105 + return lights[i]; 1.106 +} 1.107 + 1.108 +int Scene::get_light_count() const 1.109 +{ 1.110 + return (int)lights.size(); 1.111 +} 1.112 + 1.113 +void Scene::set_camera(Camera *cam) 1.114 +{ 1.115 + if(camera != &def_cam) { 1.116 + delete camera; 1.117 + } 1.118 + camera = cam; 1.119 +} 1.120 + 1.121 +Camera *Scene::get_camera() const 1.122 +{ 1.123 + return camera; 1.124 +} 1.125 + 1.126 +bool Scene::intersect(const Ray &ray, HitPoint *nearest_hit) const 1.127 +{ 1.128 + nearest_hit->obj = 0; 1.129 + nearest_hit->dist = FLT_MAX; 1.130 + 1.131 + // find the nearest hit (if any) 1.132 + for(Object *obj: objects) { 1.133 + HitPoint hit; 1.134 + if(obj->intersect(ray, &hit) && hit.dist < nearest_hit->dist) { 1.135 + *nearest_hit = hit; 1.136 + } 1.137 + } 1.138 + return nearest_hit->obj != 0; 1.139 +} 1.140 + 1.141 +Color Scene::env_color(const Ray &ray) const 1.142 +{ 1.143 + if(envmap) { 1.144 + Vector3 dir = ray.dir.normalized(); 1.145 + return envmap->sample(dir.x, dir.y, dir.z); 1.146 + } 1.147 + return bgcolor; 1.148 +} 1.149 + 1.150 +void Scene::prepare_xform(long msec) 1.151 +{ 1.152 + int nobj = get_object_count(); 1.153 + for(int i=0; i<nobj; i++) { 1.154 + objects[i]->prepare_xform(msec); 1.155 + } 1.156 +}