fixed bug in shapes/Plane which would return negative results, fixed bug in main/Scene which would not check for shape to be non-null after calling getRayClosestHit()
git-svn-id: svn://anubis/fart/trunk@161 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -10,25 +10,26 @@ using namespace std;
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void Scene::load(const char * filename)
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{
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refptr<Node> node = parse(filename);
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processNode(node);
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/* TODO: parse file somehow */
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refptr<Shape> plane = new Plane(0, 0, 1, -2);
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m_shapes.push_back(plane);
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// refptr<Node> node = parse(filename);
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// processNode(node);
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refptr<Shape> shape = new Plane(0, 0, 1, 2);
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shape->setTransform(m_transform);
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m_shapes.push_back(shape);
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m_transform.translate(1.0, 5.0, 0.5);
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refptr<Material> m = new Material();
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m->setDiffuseColor(Color::red);
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m->setAmbientColor(Color::red);
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refptr<Shape> shape = new Sphere(1.0);
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m_transform.translate(1.0, 5.0, 0.5);
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shape = new Sphere(1.0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m_transform.translate(-1.0, -5.0, -0.5);
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m_transform.translate(-2, -2, -1);
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m_transform.translate(-1, 3, -0.5);
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refptr<Shape> shape1 = new Sphere(0.8);
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shape1->setMaterial(m);
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shape1->setTransform(m_transform);
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@ -41,66 +42,64 @@ void Scene::load(const char * filename)
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shape2->setTransform(m_transform);
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shape = new Intersect(shape1, shape2);
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m_shapes.push_back(shape);
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m_transform.rotate(-20, 0, 1, 0);
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m_transform.translate(2, 2, 1);
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m_transform.translate(1, -3, 0.5);
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m_transform.translate(1.5, 3.2, -0.7);
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m_transform.rotate(15, 0, 0, 1);
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m = new Material();
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m->setDiffuseColor(Color::magenta);
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m->setAmbientColor(Color::magenta);
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m_transform.translate(2.5, 1, -1.5);
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shape1 = new Box(new Vector(1, 1, 1));
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shape1->setMaterial(m);
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shape1->setTransform(m_transform);
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m = new Material();
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m->setDiffuseColor(Color::yellow);
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m->setAmbientColor(Color::yellow);
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shape2 = new Sphere(0.6);
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m_transform.translate(-0.5, -0.5, 0.5);
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shape2->setTransform(m_transform);
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shape2->setMaterial(m);
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shape = new Subtract(shape1, shape2);
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m_shapes.push_back(shape);
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m_transform.rotate(-15, 0, 0, 1);
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m_transform.translate(-1.0, -2.7, 0.2);
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m_transform.translate(-2.0, 0.5, 1.0);
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m_transform.translate(1, 5, -1.5);
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m = new Material();
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m->setDiffuseColor(Color::blue);
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m->setAmbientColor(Color::blue);
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shape = new Box(new Vector(1.8, 1.8, 0.5));
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m_transform.translate(0, 0, -2.0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m_transform.translate(-1, -5, 1.5);
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m_transform.translate(0.2, 6.5, 1.5);
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m_transform.rotate(45, 1, 0, 0);
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m = new Material();
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m->setDiffuseColor(Color::cyan);
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m->setAmbientColor(Color::cyan);
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shape = new Cyl(1.0, 0.0, 2.0);
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m_transform.translate(-1.3, 2.5, 3.5);
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m_transform.rotate(45, 1, 0, 0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m_transform.rotate(-45, 1, 0, 0);
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m_transform.translate(-0.2, -6.5, -1.5);
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m_transform.translate(-1.5, 5.0, 2.5);
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m_transform.rotate(45, 0, 0, 1);
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m_transform.rotate(45, 1, 0, 0);
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m = new Material();
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m->setDiffuseColor(Color::yellow);
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m->setAmbientColor(Color::yellow);
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shape = new Box(new Vector(1, 1, 1));
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m_transform.rotate(-45, 1, 0, 0);
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m_transform.translate(-1.7, -0.5, -2.0);
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m_transform.rotate(45, 0, 0, 1);
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m_transform.rotate(45, 1, 0, 0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m_transform.rotate(-45, 1, 0, 0);
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m_transform.rotate(-45, 0, 0, 1);
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m_transform.translate(1.5, -5.0, -2.5);
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refptr<Light> light = new PointLight();
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light->setPosition(Vector(2, -1, 2));
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@ -147,6 +147,8 @@ Color Scene::traceRayDepth(const Ray & ray, int depth)
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ShapeDistance hit = getRayClosestHit(ray);
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if ( ! hit.shape.isNull() )
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{
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/* compute the Phong lighting for each hit */
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refptr<Material> material = hit.shape->getMaterial();
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@ -158,6 +160,7 @@ Color Scene::traceRayDepth(const Ray & ray, int depth)
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surfacePoint,
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hit.shape->getNormalAt(surfacePoint),
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m_ambient_light);
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}
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return color;
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}
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@ -37,10 +37,13 @@ Shape::IntersectionList Plane::intersect(refptr<Shape> _this, const Ray & ray)
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+ m_d);
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Solver::Result solutions = solver.solve();
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if (solutions.numResults > 0)
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{
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if (solutions.results[0] > 0.0)
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{
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Vector isect_point = ray_inv[solutions.results[0]];
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res.add(Intersection(_this, m_transform.transform_point(isect_point)));
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}
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}
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return res;
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}
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@ -16,6 +16,11 @@ Solver::~Solver()
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{
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}
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Solver::Result::Result()
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{
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numResults = 0;
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}
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/**************************************************************************
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* LinearSolver methods *
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@ -120,7 +125,3 @@ Solver::Result QuarticSolver::solve()
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return res;
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}
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Solver::Result::Result()
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{
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numResults = 0;
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}
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