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- /*
- * DoRayMe - a quick and dirty Raytracer
- * World implementation
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <world.h>
- #include <light.h>
- #include <shape.h>
- #define MIN_ALLOC (2)
- World::World() : objectCount(0), lightCount(0)
- {
- this->allocatedLightCount = MIN_ALLOC;
- this->lightList = (Light **)calloc(sizeof(Light *), MIN_ALLOC);
- this->lightCount = 0;
- this->allocatedObjectCount = MIN_ALLOC;
- this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
- this->objectCount = 0;
- };
- World::~World()
- {
- /* We need to do some cleanup... */
- }
- void World::addObject(Shape *s)
- {
- if ((this->objectCount + 1) > this->allocatedObjectCount)
- {
- this->allocatedObjectCount *= 2;
- this->objectList = (Shape **)realloc(this->objectList, sizeof(Shape **) * this->allocatedObjectCount);
- }
- this->objectList[this->objectCount++] = s;
- }
- void World::addLight(Light *l)
- {
- if ((this->lightCount + 1) > this->allocatedLightCount)
- {
- this->allocatedLightCount *= 2;
- this->lightList = (Light **)realloc(this->lightList, sizeof(Light **) * this->allocatedLightCount);
- }
- this->lightList[this->lightCount++] = l;
- }
- bool World::lightIsIn(Light &l)
- {
- int i;
- for(i = 0; i < this->lightCount; i++)
- {
- if (*this->lightList[i] == l)
- {
- return true;
- }
- }
- return false;
- }
- bool World::objectIsIn(Shape &s)
- {
- int i;
- for(i = 0; i < this->objectCount; i++)
- {
- if (*this->objectList[i] == s)
- {
- return true;
- }
- }
- return false;
- }
- Intersect World::intersect(Ray r)
- {
- Intersect ret;
- int i, j;
- for(i = 0; i < this->objectCount; i++)
- {
- Intersect xs = this->objectList[i]->intersect(r);
- for(j = 0; j < xs.count(); j++)
- {
- ret.add(xs[j]);
- }
- }
- return ret;
- }
- Tuple World::shadeHit(Computation comps, uint32_t depthCount)
- {
- uint32_t lightIndex;
- Tuple surface = Colour(0, 0, 0);
- for(lightIndex = 0; lightIndex < this->lightCount; lightIndex++)
- {
- bool isThereAnObstacle = this->isShadowed(comps.overHitPoint, lightIndex);
- surface = surface + comps.object->material.lighting(*this->lightList[lightIndex], comps.overHitPoint, comps.eyeVector,
- comps.normalVector, comps.object, isThereAnObstacle);
- }
- Tuple reflected = this->reflectColour(comps, depthCount);
- Tuple refracted = this->refractedColour(comps, depthCount);
- if ((comps.object->material.reflective > 0) && (comps.object->material.transparency > 0))
- {
- double reflectance = comps.schlick();
- return surface + reflected * reflectance + refracted * (1 - reflectance);
- }
- return surface + reflected + refracted;
- }
- Tuple World::colourAt(Ray r, uint32_t depthCount)
- {
- Intersect allHits = this->intersect(r);
- Intersection hit = allHits.hit();
- if (hit.nothing())
- {
- return Colour(0, 0, 0);
- }
- else
- {
- return this->shadeHit(hit.prepareComputation(r, &allHits), depthCount);
- }
- }
- bool World::isShadowed(Tuple point, uint32_t light)
- {
- Tuple v = this->lightList[light]->position - point;
- double distance = v.magnitude();
- Tuple direction = v.normalise();
- Ray r = Ray(point, direction);
- Intersect xs = this->intersect(r);
- int i;
- for(i = 0; i < xs.count(); i++)
- {
- Intersection h = xs[i];
- if (h.t < 0) continue;
- if ((h.object->dropShadow == true) && (h.t < distance))
- {
- return true;
- }
- }
- return false;
- }
- Colour World::reflectColour(Computation comps, uint32_t depthCount)
- {
- if ((depthCount == 0) || (comps.object->material.reflective == 0))
- {
- return Colour(0, 0, 0);
- }
- /* So it is reflective, even just a bit. Let'sr reflect the ray! */
- Ray reflectedRay = Ray(comps.overHitPoint, comps.reflectVector);
- Tuple hitColour = this->colourAt(reflectedRay, depthCount - 1);
- hitColour = hitColour * comps.object->material.reflective;
- return Colour(hitColour.x, hitColour.y, hitColour.z);
- }
- Colour World::refractedColour(Computation comps, uint32_t depthCount)
- {
- double nRatio = comps.n1 / comps.n2;
- double cos_i = comps.eyeVector.dot(comps.normalVector);
- double sin2_t = (nRatio*nRatio) * (1 - cos_i * cos_i);
- if ((sin2_t > 1 ) || (depthCount == 0) || (comps.object->material.transparency == 0))
- {
- return Colour(0, 0, 0);
- }
- double cos_t = sqrt(1.0 - sin2_t);
- Tuple direction = comps.normalVector * (nRatio * cos_i - cos_t) - comps.eyeVector * nRatio;
- Ray refractedRay = Ray(comps.underHitPoint, direction);
- Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.object->material.transparency;
- return Colour(hitColour.x, hitColour.y, hitColour.z);
- }
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