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scene.cc
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scene.cc
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/****************************************************************************
* scene.cc: scene_t controls the rendering of a scene
* This is part of the yafray package
* Copyright (C) 2006 Mathias Wein
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation,Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <core_api/scene.h>
#include <core_api/object3d.h>
#include <core_api/camera.h>
#include <core_api/light.h>
#include <core_api/background.h>
#include <core_api/integrator.h>
#include <core_api/imagefilm.h>
#include <yafraycore/triangle.h>
#include <yafraycore/kdtree.h>
#include <yafraycore/ray_kdtree.h>
#include <yafraycore/timer.h>
#include <yafraycore/scr_halton.h>
#include <utilities/mcqmc.h>
#include <utilities/sample_utils.h>
#ifdef __APPLE__
#include <sys/sysctl.h>
#endif
#include <iostream>
#include <limits>
#include <sstream>
#if HAVE_UNISTD_H
#include <unistd.h>
#endif
__BEGIN_YAFRAY
scene_t::scene_t(): volIntegrator(0), camera(0), imageFilm(0), tree(0), vtree(0), background(0), surfIntegrator(0),
AA_samples(1), AA_passes(1), AA_threshold(0.05), nthreads(1), mode(1), do_depth(false), signals(0)
{
state.changes = C_ALL;
state.stack.push_front(READY);
state.nextFreeID = std::numeric_limits<int>::max();
state.curObj = 0;
}
scene_t::~scene_t()
{
if(tree) delete tree;
if(vtree) delete vtree;
std::map<objID_t, objData_t>::iterator i;
for(i = meshes.begin(); i != meshes.end(); ++i)
{
if(i->second.type == TRIM)
delete i->second.obj;
else
delete i->second.mobj;
}
}
void scene_t::abort()
{
sig_mutex.lock();
signals |= Y_SIG_ABORT;
sig_mutex.unlock();
}
int scene_t::getSignals() const
{
int sig;
sig_mutex.lock();
sig = signals;
sig_mutex.unlock();
return sig;
}
void scene_t::getAAParameters(int &samples, int &passes, int &inc_samples, CFLOAT &threshold) const
{
samples = AA_samples;
passes = AA_passes;
inc_samples = AA_inc_samples;
threshold = AA_threshold;
}
bool scene_t::startGeometry()
{
if(state.stack.front() != READY) return false;
state.stack.push_front(GEOMETRY);
return true;
}
bool scene_t::endGeometry()
{
if(state.stack.front() != GEOMETRY) return false;
// in case objects share arrays, so they all need to be updated
// after each object change, uncomment the below block again:
// don't forget to update the mesh object iterators!
/* for(std::map<objID_t, objData_t>::iterator i=meshes.begin();
i!=meshes.end(); ++i)
{
objData_t &dat = (*i).second;
dat.obj->setContext(dat.points.begin(), dat.normals.begin() );
}*/
state.stack.pop_front();
return true;
}
bool scene_t::startCurveMesh(objID_t id, int vertices)
{
if(state.stack.front() != GEOMETRY) return false;
int ptype = 0 & 0xFF;
objData_t &nObj = meshes[id];
//TODO: switch?
// Allocate triangles to render the curve
nObj.obj = new triangleObject_t( 2 * (vertices-1) , true, false);
nObj.type = ptype;
state.stack.push_front(OBJECT);
state.changes |= C_GEOM;
state.orco=false;
state.curObj = &nObj;
nObj.obj->points.reserve(2*vertices);
return true;
}
bool scene_t::endCurveMesh(const material_t *mat, float strandStart, float strandEnd, float strandShape)
{
if(state.stack.front() != OBJECT) return false;
// TODO: Check if we have at least 2 vertex...
// TODO: math optimizations
// extrude vertices and create faces
std::vector<point3d_t> &points = state.curObj->obj->points;
float r; //current radius
int i;
point3d_t o,a,b;
vector3d_t N(0),u(0),v(0);
int n = points.size();
// Vertex extruding
for (i=0;i<n;i++){
o = points[i];
if (strandShape < 0)
{
r = strandStart + pow((float)i/(n-1) ,1+strandShape) * ( strandEnd - strandStart );
}
else
{
r = strandStart + (1 - pow(((float)(n-i-1))/(n-1) ,1-strandShape)) * ( strandEnd - strandStart );
}
// Last point keep previous tangent plane
if (i<n-1)
{
N = points[i+1]-points[i];
N.normalize();
createCS(N,u,v);
}
// TODO: thikness?
a = o - (0.5 * r *v) - 1.5 * r / sqrt(3.f) * u;
b = o - (0.5 * r *v) + 1.5 * r / sqrt(3.f) * u;
state.curObj->obj->points.push_back(a);
state.curObj->obj->points.push_back(b);
}
// Face fill
triangle_t tri;
int a1,a2,a3,b1,b2,b3;
float su,sv;
int iu,iv;
for (i=0;i<n-1;i++){
// 1D particles UV mapping
su = (float)i / (n-1);
sv = su + 1. / (n-1);
iu = addUV(su,su);
iv = addUV(sv,sv);
a1 = i;
a2 = 2*i+n;
a3 = a2 +1;
b1 = i+1;
b2 = a2 +2;
b3 = b2 +1;
// Close bottom
if (i == 0)
{
tri = triangle_t(a1, a3, a2, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iu);
}
// Fill
tri = triangle_t(a1, b2, b1, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
// StrandUV
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->uv_offsets.push_back(iv);
tri = triangle_t(a1, a2, b2, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iv);
tri = triangle_t(a2, b3, b2, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->uv_offsets.push_back(iv);
tri = triangle_t(a2, a3, b3, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iv);
tri = triangle_t(b3, a3, a1, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iu);
tri = triangle_t(b3, a1, b1, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->uv_offsets.push_back(iu);
state.curObj->obj->uv_offsets.push_back(iv);
}
// Close top
tri = triangle_t(i, 2*i+n, 2*i+n+1, state.curObj->obj);
tri.setMaterial(mat);
state.curTri = state.curObj->obj->addTriangle(tri);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->uv_offsets.push_back(iv);
state.curObj->obj->finish();
state.stack.pop_front();
return true;
}
bool scene_t::startTriMesh(objID_t id, int vertices, int triangles, bool hasOrco, bool hasUV, int type)
{
if(state.stack.front() != GEOMETRY) return false;
int ptype = type & 0xFF;
if(ptype != TRIM && type != VTRIM && type != MTRIM) return false;
objData_t &nObj = meshes[id];
switch(ptype)
{
case TRIM: nObj.obj = new triangleObject_t(triangles, hasUV, hasOrco);
nObj.obj->setVisibility( !(type & INVISIBLEM) );
nObj.obj->useAsBaseObject( (type & BASEMESH) );
break;
case VTRIM:
case MTRIM: nObj.mobj = new meshObject_t(triangles, hasUV, hasOrco);
nObj.mobj->setVisibility( !(type & INVISIBLEM) );
break;
default: return false;
}
nObj.type = ptype;
state.stack.push_front(OBJECT);
state.changes |= C_GEOM;
state.orco=hasOrco;
state.curObj = &nObj;
return true;
}
bool scene_t::endTriMesh()
{
if(state.stack.front() != OBJECT) return false;
if(state.curObj->type == TRIM)
{
if(state.curObj->obj->has_uv)
{
if( state.curObj->obj->uv_offsets.size() != 3*state.curObj->obj->triangles.size() )
{
Y_ERROR << "Scene: UV-offsets mismatch!" << yendl;
return false;
}
}
//calculate geometric normals of tris
state.curObj->obj->finish();
}
else
{
state.curObj->mobj->finish();
}
state.stack.pop_front();
return true;
}
void scene_t::setNumThreads(int threads)
{
nthreads = threads;
if(nthreads == -1) //Automatic detection of number of threads supported by this system, taken from Blender. (DT)
{
Y_INFO << "Automatic Detection of Threads: Active." << yendl;
#ifdef WIN32
SYSTEM_INFO info;
GetSystemInfo(&info);
nthreads = (int) info.dwNumberOfProcessors;
#else
# ifdef __APPLE__
int mib[2];
size_t len;
mib[0] = CTL_HW;
mib[1] = HW_NCPU;
len = sizeof(int);
sysctl(mib, 2, &nthreads, &len, NULL, 0);
# elif defined(__sgi)
nthreads = sysconf(_SC_NPROC_ONLN);
# else
nthreads = (int)sysconf(_SC_NPROCESSORS_ONLN);
# endif
#endif
Y_INFO << "Number of Threads supported: [" << nthreads << "]." << yendl;
}
else
{
Y_INFO << "Automatic Detection of Threads: Inactive." << yendl;
}
Y_INFO << "Using [" << nthreads << "] Threads." << yendl;
}
bool scene_t::smoothMesh(objID_t id, PFLOAT angle)
{
if( state.stack.front() != GEOMETRY ) return false;
objData_t *odat;
if(id)
{
std::map<objID_t, objData_t>::iterator it = meshes.find(id);
if(it == meshes.end() ) return false;
odat = &(it->second);
}
else
{
odat = state.curObj;
if(!odat) return false;
}
if(odat->obj->normals_exported && odat->obj->points.size() == odat->obj->normals.size())
{
return true;
}
// cannot smooth other mesh types yet...
if(odat->type > 0) return false;
unsigned int i1, i2, i3;
std::vector<normal_t> &normals = odat->obj->normals;
std::vector<triangle_t> &triangles = odat->obj->triangles;
std::vector<point3d_t> &points = odat->obj->points;
std::vector<triangle_t>::iterator tri;
if (angle>=180)
{
normals.reserve(points.size());
normals.resize(points.size(), normal_t(0,0,0));
for (tri=triangles.begin(); tri!=triangles.end(); ++tri)
{
i1 = tri->pa;
i2 = tri->pb;
i3 = tri->pc;
// hm somehow it was a stupid idea not allowing calculation with normal_t class
vector3d_t normal = (vector3d_t)tri->getNormal();
normals[i1] = normal_t( (vector3d_t)normals[i1] + normal );
normals[i2] = normal_t( (vector3d_t)normals[i2] + normal );
normals[i3] = normal_t( (vector3d_t)normals[i3] + normal );
tri->setNormals(i1, i2, i3);
}
for (i1=0;i1<normals.size();i1++)
normals[i1] = normal_t( vector3d_t(normals[i1]).normalize() );
odat->obj->is_smooth = true;
}
else if(angle>0.1)// angle dependant smoothing
{
PFLOAT thresh = fCos(degToRad(angle));
std::vector<vector3d_t> vnormals;
std::vector<int> vn_index;
// create list of faces that include given vertex
std::vector<std::vector<triangle_t*> > vface(points.size());
for (tri=triangles.begin(); tri!=triangles.end(); ++tri)
{
vface[tri->pa].push_back(&(*tri));
vface[tri->pb].push_back(&(*tri));
vface[tri->pc].push_back(&(*tri));
}
for(int i=0; i<(int)vface.size(); ++i)
{
std::vector<triangle_t*> &tris = vface[i];
for(std::vector<triangle_t*>::iterator fi=tris.begin(); fi!=tris.end(); ++fi)
{
triangle_t* f = *fi;
bool smooth = false;
// calculate vertex normal for face
vector3d_t vnorm, fnorm;
vnorm = fnorm = f->getNormal();
for(std::vector<triangle_t*>::iterator f2=tris.begin(); f2!=tris.end(); ++f2)
{
if(fi == f2) continue;
vector3d_t f2norm = (*f2)->getNormal();
if((fnorm * f2norm) > thresh)
{
smooth = true;
vnorm += f2norm;
}
}
int n_idx = -1;
if(smooth)
{
vnorm.normalize();
//search for existing normal
for(unsigned int j=0; j<vnormals.size(); ++j)
{
if(vnorm*vnormals[j] > 0.999){ n_idx = vn_index[j]; break; }
}
// create new if none found
if(n_idx == -1)
{
n_idx = normals.size();
vnormals.push_back(vnorm);
vn_index.push_back(n_idx);
normals.push_back( normal_t(vnorm) );
}
}
// set vertex normal to idx
if (f->pa == i) f->na = n_idx;
else if(f->pb == i) f->nb = n_idx;
else if(f->pc == i) f->nc = n_idx;
else
{
Y_ERROR << "Scene: Mesh smoothing error!" << yendl;
return false;
}
}
vnormals.clear();
vn_index.clear();
}
odat->obj->is_smooth = true;
}
return true;
}
int scene_t::addVertex(const point3d_t &p)
{
if(state.stack.front() != OBJECT) return -1;
state.curObj->obj->points.push_back(p);
if(state.curObj->type == MTRIM)
{
std::vector<point3d_t> &points = state.curObj->mobj->points;
int n = points.size();
if(n%3==0)
{
//convert point 2 to quadratic bezier control point
points[n-2] = 2.f*points[n-2] - 0.5f*(points[n-3] + points[n-1]);
}
return (n-1)/3;
}
state.curObj->lastVertId = state.curObj->obj->points.size()-1;
return state.curObj->lastVertId;
}
int scene_t::addVertex(const point3d_t &p, const point3d_t &orco)
{
if(state.stack.front() != OBJECT) return -1;
switch(state.curObj->type)
{
case TRIM:
state.curObj->obj->points.push_back(p);
state.curObj->obj->points.push_back(orco);
state.curObj->lastVertId = (state.curObj->obj->points.size()-1) / 2;
break;
case VTRIM:
state.curObj->mobj->points.push_back(p);
state.curObj->mobj->points.push_back(orco);
state.curObj->lastVertId = (state.curObj->mobj->points.size()-1) / 2;
break;
case MTRIM:
return addVertex(p);
}
return state.curObj->lastVertId;
}
void scene_t::addNormal(const normal_t& n)
{
if(mode != 0)
{
Y_WARNING << "Normal exporting is only supported for triangle mode" << yendl;
return;
}
if(state.curObj->obj->points.size() > state.curObj->lastVertId && state.curObj->obj->points.size() > state.curObj->obj->normals.size())
{
if(state.curObj->obj->normals.size() < state.curObj->obj->points.size())
state.curObj->obj->normals.resize(state.curObj->obj->points.size());
state.curObj->obj->normals[state.curObj->lastVertId] = n;
state.curObj->obj->normals_exported = true;
}
}
bool scene_t::addTriangle(int a, int b, int c, const material_t *mat)
{
if(state.stack.front() != OBJECT) return false;
if(state.curObj->type == MTRIM)
{
bsTriangle_t tri(3*a, 3*b, 3*c, state.curObj->mobj);
tri.setMaterial(mat);
state.curObj->mobj->addBsTriangle(tri);
}
else if(state.curObj->type == VTRIM)
{
if(state.orco) a*=2, b*=2, c*=2;
vTriangle_t tri(a, b, c, state.curObj->mobj);
tri.setMaterial(mat);
state.curObj->mobj->addTriangle(tri);
}
else
{
if(state.orco) a*=2, b*=2, c*=2;
triangle_t tri(a, b, c, state.curObj->obj);
tri.setMaterial(mat);
if(state.curObj->obj->normals_exported)
{
if(state.orco)
{
// Since the vertex indexes are duplicated with orco
// we divide by 2: a / 2 == a >> 1 since is an integer division
tri.na = a >> 1;
tri.nb = b >> 1;
tri.nc = c >> 1;
}
else
{
tri.na = a;
tri.nb = b;
tri.nc = c;
}
}
state.curTri = state.curObj->obj->addTriangle(tri);
}
return true;
}
bool scene_t::addTriangle(int a, int b, int c, int uv_a, int uv_b, int uv_c, const material_t *mat)
{
if(!addTriangle(a, b, c, mat)) return false;
if(state.curObj->type == TRIM)
{
state.curObj->obj->uv_offsets.push_back(uv_a);
state.curObj->obj->uv_offsets.push_back(uv_b);
state.curObj->obj->uv_offsets.push_back(uv_c);
}
else
{
state.curObj->mobj->uv_offsets.push_back(uv_a);
state.curObj->mobj->uv_offsets.push_back(uv_b);
state.curObj->mobj->uv_offsets.push_back(uv_c);
}
return true;
}
int scene_t::addUV(float u, float v)
{
if(state.stack.front() != OBJECT) return false;
if(state.curObj->type == TRIM)
{
state.curObj->obj->uv_values.push_back(uv_t(u, v));
return (int)state.curObj->obj->uv_values.size()-1;
}
else
{
state.curObj->mobj->uv_values.push_back(uv_t(u, v));
return (int)state.curObj->mobj->uv_values.size()-1;
}
return -1;
}
bool scene_t::addLight(light_t *l)
{
if(l != 0)
{
lights.push_back(l);
state.changes |= C_LIGHT;
return true;
}
return false;
}
void scene_t::setCamera(camera_t *cam)
{
camera = cam;
}
void scene_t::setImageFilm(imageFilm_t *film)
{
imageFilm = film;
}
void scene_t::setBackground(background_t *bg)
{
background = bg;
}
void scene_t::setSurfIntegrator(surfaceIntegrator_t *s)
{
surfIntegrator = s;
surfIntegrator->setScene(this);
state.changes |= C_OTHER;
}
void scene_t::setVolIntegrator(volumeIntegrator_t *v)
{
volIntegrator = v;
volIntegrator->setScene(this);
state.changes |= C_OTHER;
}
background_t* scene_t::getBackground() const
{
return background;
}
triangleObject_t* scene_t::getMesh(objID_t id) const
{
std::map<objID_t, objData_t>::const_iterator i = meshes.find(id);
return (i==meshes.end()) ? 0 : i->second.obj;
}
object3d_t* scene_t::getObject(objID_t id) const
{
std::map<objID_t, objData_t>::const_iterator i = meshes.find(id);
if(i != meshes.end())
{
if(i->second.type == TRIM) return i->second.obj;
else return i->second.mobj;
}
else
{
std::map<objID_t, object3d_t *>::const_iterator oi = objects.find(id);
if(oi != objects.end() ) return oi->second;
}
return 0;
}
bound_t scene_t::getSceneBound() const
{
return sceneBound;
}
void scene_t::setAntialiasing(int numSamples, int numPasses, int incSamples, double threshold)
{
AA_samples = std::max(1, numSamples);
AA_passes = numPasses;
AA_inc_samples = (incSamples > 0) ? incSamples : AA_samples;
AA_threshold = (CFLOAT)threshold;
}
/*! update scene state to prepare for rendering.
\return false if something vital to render the scene is missing
true otherwise
*/
bool scene_t::update()
{
Y_INFO << "Scene: Mode \"" << ((mode == 0) ? "Triangle" : "Universal" ) << "\"" << yendl;
if(!camera || !imageFilm) return false;
if(state.changes & C_GEOM)
{
if(tree) delete tree;
if(vtree) delete vtree;
tree = 0, vtree = 0;
int nprims=0;
if(mode==0)
{
for(std::map<objID_t, objData_t>::iterator i=meshes.begin(); i!=meshes.end(); ++i)
{
objData_t &dat = (*i).second;
if (!dat.obj->isVisible()) continue;
if (dat.obj->isBaseObject()) continue;
if(dat.type == TRIM) nprims += dat.obj->numPrimitives();
}
if(nprims > 0)
{
const triangle_t **tris = new const triangle_t*[nprims];
const triangle_t **insert = tris;
for(std::map<objID_t, objData_t>::iterator i=meshes.begin(); i!=meshes.end(); ++i)
{
objData_t &dat = (*i).second;
if (!dat.obj->isVisible()) continue;
if (dat.obj->isBaseObject()) continue;
if(dat.type == TRIM) insert += dat.obj->getPrimitives(insert);
}
tree = new triKdTree_t(tris, nprims, -1, 1, 0.8, 0.33 /* -1, 1.2, 0.40 */ );
delete [] tris;
sceneBound = tree->getBound();
Y_INFO << "Scene: New scene bound is:" <<
"(" << sceneBound.a.x << ", " << sceneBound.a.y << ", " << sceneBound.a.z << "), (" <<
sceneBound.g.x << ", " << sceneBound.g.y << ", " << sceneBound.g.z << ")" << yendl;
}
else Y_WARNING << "Scene: Scene is empty..." << yendl;
}
else
{
for(std::map<objID_t, objData_t>::iterator i=meshes.begin(); i!=meshes.end(); ++i)
{
objData_t &dat = (*i).second;
if(dat.type != TRIM) nprims += dat.mobj->numPrimitives();
}
// include all non-mesh objects; eventually make a common map...
for(std::map<objID_t, object3d_t *>::iterator i=objects.begin(); i!=objects.end(); ++i)
{
nprims += i->second->numPrimitives();
}
if(nprims > 0)
{
const primitive_t **tris = new const primitive_t*[nprims];
const primitive_t **insert = tris;
for(std::map<objID_t, objData_t>::iterator i=meshes.begin(); i!=meshes.end(); ++i)
{
objData_t &dat = (*i).second;
if(dat.type != TRIM) insert += dat.mobj->getPrimitives(insert);
}
for(std::map<objID_t, object3d_t *>::iterator i=objects.begin(); i!=objects.end(); ++i)
{
insert += i->second->getPrimitives(insert);
}
vtree = new kdTree_t<primitive_t>(tris, nprims, -1, 1, 0.8, 0.33 /* -1, 1.2, 0.40 */ );
delete [] tris;
sceneBound = vtree->getBound();
Y_INFO << "Scene: New scene bound is:" << yendl <<
"(" << sceneBound.a.x << ", " << sceneBound.a.y << ", " << sceneBound.a.z << "), (" <<
sceneBound.g.x << ", " << sceneBound.g.y << ", " << sceneBound.g.z << ")" << yendl;
}
else Y_ERROR << "Scene: Scene is empty..." << yendl;
}
}
for(unsigned int i=0; i<lights.size(); ++i) lights[i]->init(*this);
if(!surfIntegrator)
{
Y_ERROR << "Scene: No surface integrator, bailing out..." << yendl;
return false;
}
if(state.changes != C_NONE)
{
std::stringstream inteSettings;
bool success = (surfIntegrator->preprocess() && volIntegrator->preprocess());
inteSettings << surfIntegrator->getName() << " (" << surfIntegrator->getSettings() << ")";
imageFilm->setIntegParams(inteSettings.str());
if(!success) return false;
}
state.changes = C_NONE;
return true;
}
bool scene_t::intersect(const ray_t &ray, surfacePoint_t &sp) const
{
PFLOAT dis, Z;
intersectData_t data;
if(ray.tmax<0) dis=std::numeric_limits<PFLOAT>::infinity();
else dis=ray.tmax;
// intersect with tree:
if(mode == 0)
{
if(!tree) return false;
triangle_t *hitt=0;
if( ! tree->Intersect(ray, dis, &hitt, Z, data) ){ return false; }
point3d_t h=ray.from + Z*ray.dir;
hitt->getSurface(sp, h, data);
sp.origin = hitt;
}
else
{
if(!vtree) return false;
primitive_t *hitprim=0;
if( ! vtree->Intersect(ray, dis, &hitprim, Z, data) ){ return false; }
point3d_t h=ray.from + Z*ray.dir;
hitprim->getSurface(sp, h, data);
sp.origin = hitprim;
}
ray.tmax = Z;
return true;
}
bool scene_t::isShadowed(renderState_t &state, const ray_t &ray) const
{
ray_t sray(ray);
sray.from += sray.dir * sray.tmin; //argh...kill that!
sray.time = state.time;
PFLOAT dis;
if(ray.tmax<0) dis=std::numeric_limits<PFLOAT>::infinity();
else dis = sray.tmax - 2*sray.tmin;
if(mode==0)
{
triangle_t *hitt=0;
if(!tree) return false;
return tree->IntersectS(sray, dis, &hitt);
}
else
{
primitive_t *hitt=0;
if(!vtree) return false;
return vtree->IntersectS(sray, dis, &hitt);
}
}
bool scene_t::isShadowed(renderState_t &state, const ray_t &ray, int maxDepth, color_t &filt) const
{
ray_t sray(ray);
sray.from += sray.dir * sray.tmin; //argh...kill that!
PFLOAT dis;
if(ray.tmax<0) dis=std::numeric_limits<PFLOAT>::infinity();
else dis = sray.tmax - 2*sray.tmin;
filt = color_t(1.0);
void *odat = state.userdata;
unsigned char userdata[USER_DATA_SIZE+7];
state.userdata = (void *)( ((size_t)&userdata[7])&(~7 ) ); // pad userdata to 8 bytes
bool isect=false;
if(mode==0)
{
triangle_t *hitt=0;
if(tree) isect = tree->IntersectTS(state, sray, maxDepth, dis, &hitt, filt);
}
else
{
primitive_t *hitt=0;
if(vtree) isect = vtree->IntersectTS(state, sray, maxDepth, dis, &hitt, filt);
}
state.userdata = odat;
return isect;
}
bool scene_t::render()
{
sig_mutex.lock();
signals = 0;
sig_mutex.unlock();
if(!update()) return false;
bool success = surfIntegrator->render(imageFilm);
surfIntegrator->cleanup();
imageFilm->flush();
return success;
}
//! does not do anything yet...maybe never will
bool scene_t::addMaterial(material_t *m, const char* name) { return false; }
objID_t scene_t::getNextFreeID()
{
objID_t id;
id = state.nextFreeID;
//create new entry for object, assert that no ID collision happens:
if(meshes.find(id) != meshes.end())
{
Y_ERROR << "Scene: Object ID already in use!" << yendl;
--state.nextFreeID;
return getNextFreeID();
}
--state.nextFreeID;
return id;
}
bool scene_t::addObject(object3d_t *obj, objID_t &id)
{
id = getNextFreeID();
if( id > 0 )
{
//create new triangle object:
objects[id] = obj;
return true;
}
else
{
return false;
}
}
bool scene_t::addInstance(objID_t baseObjectId, matrix4x4_t objToWorld)
{
if(mode != 0) return false;
if (meshes.find(baseObjectId) == meshes.end())
{
Y_ERROR << "Base mesh for instance doesn't exist " << baseObjectId << yendl;
return false;
}
int id = getNextFreeID();
if (id > 0)
{
objData_t &od = meshes[id];
objData_t &base = meshes[baseObjectId];
od.obj = new triangleObjectInstance_t(base.obj, objToWorld);
return true;
}
else
{
return false;
}
}
__END_YAFRAY