[896] | 1 | #pragma once |
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| 2 | #include "Intersectable.hpp" |
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| 3 | #include "SquareLight.hpp" |
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| 4 | |
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| 5 | class PlaneXAligned : public Intersectable { |
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| 6 | // const Material* material; |
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| 7 | float position; |
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| 8 | bool positiveFacing; |
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| 9 | public: |
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| 10 | float yMin, yMax, zMin, zMax; |
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| 11 | public: |
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| 12 | PlaneXAligned(std::istream& isc, Material** materialTable, int nMaterials) |
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| 13 | { |
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| 14 | material = &Material::DIFFUSEWHITE; |
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| 15 | position = 0.0f; |
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| 16 | yMin = zMin = -100.0f; |
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| 17 | yMax = zMax = 100.0f; |
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| 18 | positiveFacing = true; |
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| 19 | char key[200]; |
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| 20 | do |
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| 21 | { |
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| 22 | isc >> key; |
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| 23 | if(strcmp(key,"x") == 0) isc >> position; |
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| 24 | else if(strcmp(key,"facing") == 0) |
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| 25 | { |
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| 26 | isc >> key; |
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| 27 | if(strcmp(key,"positive") == 0) |
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| 28 | positiveFacing = true; |
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| 29 | else |
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| 30 | positiveFacing = false; |
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| 31 | } |
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| 32 | else if(strcmp(key,"y") == 0) { isc >> yMin; isc >> yMax; } |
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| 33 | else if(strcmp(key,"z") == 0) { isc >> zMin; isc >> zMax; } |
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| 34 | else if(strcmp(key,"material") == 0) |
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| 35 | { |
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| 36 | isc >> key; |
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| 37 | for(int i=0; i < nMaterials; i++) |
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| 38 | { |
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| 39 | material = materialTable[i]; |
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| 40 | if(strcmp(key, material->getName()) == 0) break; |
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| 41 | } |
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| 42 | } |
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| 43 | }while(strcmp(key,"end") != 0); |
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| 44 | bbox.minPoint.x = bbox.maxPoint.x = position; |
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| 45 | bbox.maxPoint.y = yMax; |
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| 46 | bbox.maxPoint.z = zMax; |
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| 47 | bbox.minPoint.y = yMin; |
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| 48 | bbox.minPoint.z = zMin; |
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| 49 | } |
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| 50 | PlaneXAligned(const float position, const bool positiveFacing, const Material* material) |
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| 51 | { |
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| 52 | this->material = material; |
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| 53 | this->position = position; |
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| 54 | this->positiveFacing = positiveFacing; |
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| 55 | bbox.minPoint.x = bbox.maxPoint.x = position; |
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| 56 | bbox.maxPoint.y = bbox.maxPoint.z = 100.0f; |
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| 57 | bbox.minPoint.y = bbox.minPoint.z = -100.0f; |
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| 58 | } |
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| 59 | bool intersectBackSide(const Ray& ray, float& depth, float rayMin, float rayMax ) |
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| 60 | { |
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| 61 | lastTestedRayResult.isIntersect = false; |
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| 62 | return false; |
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| 63 | return intersect(ray, depth, rayMin, rayMax); |
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| 64 | } |
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| 65 | |
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| 66 | bool intersect(const Ray& ray, float& depth, float rayMin, float rayMax ) |
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| 67 | { |
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| 68 | lastTestedRayId = ray.id; |
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| 69 | float distx = position - ray.origin.x; |
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| 70 | if(positiveFacing && distx < 0 && ray.dir.x < 0 |
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| 71 | || |
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| 72 | !positiveFacing && distx > 0 && ray.dir.x > 0) |
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| 73 | { |
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| 74 | depth = distx / ray.dir.x; |
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| 75 | lastTestedRayResult.isIntersect = true; |
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| 76 | lastTestedRayResult.depth = depth; |
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| 77 | lastTestedRayResult.material = this->material; |
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| 78 | lastTestedRayResult.normal = positiveFacing?Vector(1.0f, 0.0f, 0.0f):Vector(-1.0f, 0.0f, 0.0f); |
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| 79 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
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| 80 | if(lastTestedRayResult.point.y < yMin || |
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| 81 | lastTestedRayResult.point.y > yMax || |
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| 82 | lastTestedRayResult.point.z < zMin || |
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| 83 | lastTestedRayResult.point.z > zMax) |
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| 84 | { |
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| 85 | lastTestedRayResult.isIntersect = false; |
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| 86 | return false; |
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| 87 | } |
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| 88 | lastTestedRayResult.object = this; |
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| 89 | return true; |
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| 90 | } |
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| 91 | lastTestedRayResult.isIntersect = false; |
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| 92 | return false; |
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| 93 | } |
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| 94 | Vector getShadingNormal(const Vector& point) |
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| 95 | { |
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| 96 | return positiveFacing?Vector(1.0f, 0.0f, 0.0f):Vector(-1.0f, 0.0f, 0.0f); |
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| 97 | } |
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| 98 | Light* makeLight() const |
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| 99 | { |
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| 100 | Vector corners[4]; |
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| 101 | corners[0] = Vector(position, yMin, zMin); |
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| 102 | corners[positiveFacing?3:1] = Vector(position, yMax, zMin); |
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| 103 | corners[2] = Vector(position, yMax, zMax); |
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| 104 | corners[positiveFacing?1:3] = Vector(position, yMin, zMax); |
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| 105 | return new SquareLight(corners, 4, material->getSurfaceRadiance()); |
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| 106 | } |
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| 107 | }; |
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| 108 | |
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| 109 | class PlaneYAligned : public Intersectable { |
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| 110 | // const Material* material; |
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| 111 | float position; |
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| 112 | bool positiveFacing; |
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| 113 | public: |
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| 114 | float xMin, xMax, zMin, zMax; |
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| 115 | public: |
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| 116 | PlaneYAligned(std::istream& isc, Material** materialTable, int nMaterials) |
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| 117 | { |
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| 118 | material = &Material::DIFFUSEWHITE; |
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| 119 | position = 0.0f; |
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| 120 | xMin = zMin = -100.0f; |
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| 121 | xMax = zMax = 100.0f; |
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| 122 | positiveFacing = true; |
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| 123 | char key[200]; |
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| 124 | do |
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| 125 | { |
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| 126 | isc >> key; |
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| 127 | if(strcmp(key,"y") == 0) isc >> position; |
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| 128 | else if(strcmp(key,"facing") == 0) |
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| 129 | { |
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| 130 | isc >> key; |
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| 131 | if(strcmp(key,"positive") == 0) |
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| 132 | positiveFacing = true; |
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| 133 | else |
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| 134 | positiveFacing = false; |
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| 135 | } |
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| 136 | else if(strcmp(key,"x") == 0) { isc >> xMin; isc >> xMax; } |
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| 137 | else if(strcmp(key,"z") == 0) { isc >> zMin; isc >> zMax; } |
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| 138 | else if(strcmp(key,"material") == 0) |
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| 139 | { |
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| 140 | isc >> key; |
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| 141 | for(int i=0; i < nMaterials; i++) |
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| 142 | { |
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| 143 | material = materialTable[i]; |
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| 144 | if(strcmp(key, material->getName()) == 0) break; |
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| 145 | } |
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| 146 | } |
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| 147 | }while(strcmp(key,"end") != 0); |
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| 148 | bbox.minPoint.y = bbox.maxPoint.y = position; |
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| 149 | bbox.maxPoint.x = xMax; |
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| 150 | bbox.maxPoint.z = zMax; |
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| 151 | bbox.minPoint.x = xMin; |
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| 152 | bbox.minPoint.z = zMin; |
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| 153 | } |
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| 154 | PlaneYAligned(const float position, const bool positiveFacing, const Material* material) |
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| 155 | { |
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| 156 | this->material = material; |
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| 157 | this->position = position; |
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| 158 | this->positiveFacing = positiveFacing; |
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| 159 | bbox.minPoint.y = bbox.maxPoint.y = position; |
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| 160 | bbox.maxPoint.x = bbox.maxPoint.z = 100.0f; |
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| 161 | bbox.minPoint.x = bbox.minPoint.z = -100.0f; |
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| 162 | } |
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| 163 | bool intersectBackSide(const Ray& ray, float& depth, float rayMin, float rayMax ) |
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| 164 | { |
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| 165 | lastTestedRayResult.isIntersect = false; |
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| 166 | return false; |
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| 167 | return intersect(ray, depth, rayMin, rayMax); |
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| 168 | } |
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| 169 | bool intersect(const Ray& ray, float& depth, float rayMin, float rayMax) |
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| 170 | { |
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| 171 | lastTestedRayId = ray.id; |
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| 172 | float disty = position - ray.origin.y; |
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| 173 | if(positiveFacing && disty < 0 && ray.dir.y < 0 |
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| 174 | || |
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| 175 | !positiveFacing && disty > 0 && ray.dir.y > 0) |
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| 176 | { |
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| 177 | depth = disty / ray.dir.y; |
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| 178 | lastTestedRayResult.isIntersect = true; |
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| 179 | lastTestedRayResult.depth = depth; |
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| 180 | lastTestedRayResult.material = this->material; |
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| 181 | lastTestedRayResult.normal = positiveFacing?Vector(0.0f, 1.0f, 0.0f):Vector(0.0f, -1.0f, 0.0f); |
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| 182 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
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| 183 | if(lastTestedRayResult.point.x < xMin || |
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| 184 | lastTestedRayResult.point.x > xMax || |
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| 185 | lastTestedRayResult.point.z < zMin || |
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| 186 | lastTestedRayResult.point.z > zMax) |
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| 187 | { |
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| 188 | lastTestedRayResult.isIntersect = false; |
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| 189 | return false; |
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| 190 | } |
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| 191 | lastTestedRayResult.object = this; |
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| 192 | return true; |
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| 193 | } |
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| 194 | lastTestedRayResult.isIntersect = false; |
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| 195 | return false; |
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| 196 | } |
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| 197 | Vector getShadingNormal(const Vector& point) |
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| 198 | { |
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| 199 | return positiveFacing?Vector(0.0f, 1.0f, 0.0f):Vector(0.0f, -1.0f, 0.0f); |
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| 200 | } |
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| 201 | Light* makeLight() const |
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| 202 | { |
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| 203 | Vector corners[4]; |
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| 204 | corners[0] = Vector(xMin, position, zMin); |
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| 205 | corners[positiveFacing?1:3] = Vector(xMax, position, zMin); |
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| 206 | corners[2] = Vector(xMax, position, zMax); |
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| 207 | corners[positiveFacing?3:1] = Vector(xMin, position, zMax); |
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| 208 | return new SquareLight(corners, 4, material->getSurfaceRadiance()); |
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| 209 | } |
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| 210 | }; |
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| 211 | |
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| 212 | class PlaneZAligned : public Intersectable { |
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| 213 | // const Material* material; |
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| 214 | float position; |
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| 215 | bool positiveFacing; |
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| 216 | public: |
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| 217 | float xMin, xMax, yMin, yMax; |
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| 218 | public: |
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| 219 | PlaneZAligned(std::istream& isc, Material** materialTable, int nMaterials) |
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| 220 | { |
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| 221 | material = &Material::DIFFUSEWHITE; |
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| 222 | position = 0.0f; |
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| 223 | yMin = xMin = -100.0f; |
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| 224 | yMax = xMax = 100.0f; |
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| 225 | positiveFacing = true; |
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| 226 | char key[200]; |
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| 227 | do |
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| 228 | { |
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| 229 | isc >> key; |
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| 230 | if(strcmp(key,"z") == 0) isc >> position; |
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| 231 | else if(strcmp(key,"facing") == 0) |
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| 232 | { |
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| 233 | isc >> key; |
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| 234 | if(strcmp(key,"positive") == 0) |
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| 235 | positiveFacing = true; |
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| 236 | else |
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| 237 | positiveFacing = false; |
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| 238 | } |
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| 239 | else if(strcmp(key,"y") == 0) { isc >> yMin; isc >> yMax; } |
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| 240 | else if(strcmp(key,"x") == 0) { isc >> xMin; isc >> xMax; } |
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| 241 | else if(strcmp(key,"material") == 0) |
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| 242 | { |
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| 243 | isc >> key; |
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| 244 | for(int i=0; i < nMaterials; i++) |
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| 245 | { |
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| 246 | material = materialTable[i]; |
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| 247 | if(strcmp(key, material->getName()) == 0) break; |
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| 248 | } |
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| 249 | } |
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| 250 | }while(strcmp(key,"end") != 0); |
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| 251 | bbox.minPoint.z = bbox.maxPoint.z = position; |
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| 252 | bbox.maxPoint.y = yMax; |
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| 253 | bbox.maxPoint.x = xMax; |
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| 254 | bbox.minPoint.y = yMin; |
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| 255 | bbox.minPoint.x = xMin; |
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| 256 | } |
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| 257 | PlaneZAligned(const float position, const bool positiveFacing, const Material* material) |
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| 258 | { |
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| 259 | this->material = material; |
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| 260 | this->position = position; |
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| 261 | this->positiveFacing = positiveFacing; |
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| 262 | bbox.minPoint.z = bbox.maxPoint.z = position; |
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| 263 | bbox.maxPoint.y = bbox.maxPoint.x = 100.0f; |
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| 264 | bbox.minPoint.y = bbox.minPoint.x = -100.0f; |
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| 265 | } |
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| 266 | bool intersectBackSide(const Ray& ray, float& depth, float rayMin, float rayMax ) |
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| 267 | { |
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| 268 | lastTestedRayResult.isIntersect = false; |
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| 269 | return false; |
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| 270 | return intersect(ray, depth, rayMin, rayMax); |
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| 271 | } |
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| 272 | bool intersect(const Ray& ray, float& depth, float rayMin, float rayMax) |
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| 273 | { |
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| 274 | lastTestedRayId = ray.id; |
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| 275 | float distz = position - ray.origin.z; |
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| 276 | if(positiveFacing && distz < 0 && ray.dir.z < 0 |
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| 277 | || |
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| 278 | !positiveFacing && distz > 0 && ray.dir.z > 0) |
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| 279 | { |
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| 280 | depth = distz / ray.dir.z; |
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| 281 | |
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| 282 | lastTestedRayResult.isIntersect = true; |
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| 283 | lastTestedRayResult.depth = depth; |
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| 284 | lastTestedRayResult.material = this->material; |
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| 285 | lastTestedRayResult.normal = positiveFacing?Vector(0.0f, 0.0f, 1.0f):Vector(0.0f, 0.0f, -1.0f); |
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| 286 | lastTestedRayResult.point = ray.origin + ray.dir * depth; |
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| 287 | if(lastTestedRayResult.point.x < xMin || |
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| 288 | lastTestedRayResult.point.x > xMax || |
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| 289 | lastTestedRayResult.point.y < yMin || |
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| 290 | lastTestedRayResult.point.y > yMax) |
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| 291 | { |
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| 292 | lastTestedRayResult.isIntersect = false; |
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| 293 | return false; |
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| 294 | } |
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| 295 | lastTestedRayResult.object = this; |
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| 296 | return true; |
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| 297 | } |
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| 298 | lastTestedRayResult.isIntersect = false; |
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| 299 | return false; |
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| 300 | } |
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| 301 | Vector getShadingNormal(const Vector& point) |
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| 302 | { |
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| 303 | return positiveFacing?Vector(0.0f, 0.0f, 1.0f):Vector(0.0f, 0.0f, -1.0f); |
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| 304 | } |
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| 305 | Light* makeLight() const |
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| 306 | { |
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| 307 | Vector corners[4]; |
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| 308 | corners[0] = Vector(xMin, yMin, position); |
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| 309 | corners[positiveFacing?3:1] = Vector(xMax, yMin, position); |
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| 310 | corners[2] = Vector(xMax, yMax, position); |
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| 311 | corners[positiveFacing?1:3] = Vector(xMin, yMax, position); |
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| 312 | return new SquareLight(corners, 4, material->getSurfaceRadiance()); |
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| 313 | } |
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| 314 | }; |
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