/* * DoRayMe - a quick and dirty Raytracer * Intersect implementation * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include #define MIN_ALLOC (2) /* TODO: Memory allocation, even if using standard calloc/realloc have a huge impact on performances. need to find a way * to reuse the intersect object without reallocating from scratch all the time. We use a lot of Intersect objects as * there is at least 2 per ray (one for Ray intersect object, one object per light) */ Intersect::Intersect() { this->allocated = MIN_ALLOC; this->list = (Intersection **)calloc(sizeof(Intersection *), MIN_ALLOC); stats.addMalloc(); stats.addIntersect(); this->num = 0; } Intersect::~Intersect() { int i; for(i = 0; i < this->num; i++) { delete this->list[i]; } /* Free stuff */ if (this->list != nullptr) { free(this->list); } } void Intersect::reset() { this->num = 0; } void Intersect::add(Intersection i) { Intersection *x; int j, k; if ((this->num + 1) > this->allocated) { this->allocated *= 2; stats.addRealloc(); this->list = (Intersection **)realloc(this->list, sizeof(Intersection *) * this->allocated); } this->list[this->num++] = new Intersection(i.t, i.object, i.u, i.v); stats.setMaxIntersect(this->num); /* Now sort.. */ for(j = 1; j < (this->num); j++) { x = this->list[j]; k = j; while( (k > 0) && (this->list[k - 1]->t) > x->t ) { this->list[k] = this->list[k - 1]; k--; } this->list[k] = x; } } Intersection Intersect::hit() { int i; for(i = 0; i < this->num; i++) { if (this->list[i]->t >= 0) return *this->list[i]; } return Intersection(0, nullptr); }