sphere drawing, but stretched horizontally... have to figure that out yet
git-svn-id: svn://anubis/fart/trunk@40 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -52,6 +52,9 @@ Scene::Scene(map<string, const char *> options,
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m_verbose = true;
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}
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}
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/* view plane distance is calculated based on the field of view */
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m_view_plane_dist = (m_height / 2.0) / atan(m_vfov / 2.0);
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}
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Scene::~Scene()
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@ -69,8 +72,8 @@ Scene::~Scene()
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void Scene::load(const char * filename)
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{
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/* TODO: parse file somehow */
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Shape * shape = new Sphere(2.0);
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m_transform.translate(2.0, 6.0, 1.0);
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Shape * shape = new Sphere(1.0);
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m_transform.translate(2.0, 2.0, 0.0);
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shape->setTransform(m_transform);
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m_shapes.push_back(shape);
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}
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@ -110,12 +113,10 @@ void Scene::render()
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void Scene::renderPixel(int x, int y, unsigned char * pixel)
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{
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/* calculate the ray going from the camera through this pixel */
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double rx = (x + 0.5) - (m_width >> 1);
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double rz = (m_height >> 1) - (y + 0.5);
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/* ry is calculated based on the field of view */
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double ry = (m_height / 2.0) / atan(m_vfov / 2.0);
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double rx = (x + 0.5) - (m_width / 2.0);
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double rz = (m_height / 2.0) - (y + 0.5);
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Ray ray(Vector(0, 0, 0), Vector(rx, ry, rz));
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Ray ray(Vector(0, 0, 0), Vector(rx, m_view_plane_dist, rz));
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/* loop through all shapes in the scene */
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for (vector<Shape *>::iterator it = m_shapes.begin();
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@ -128,5 +129,18 @@ void Scene::renderPixel(int x, int y, unsigned char * pixel)
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/* then intersect this inversely transformed ray with the shape */
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Solver::Result intersections = (*it)->intersect(transformed_ray);
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if (intersections.numResults > 0)
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{
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pixel[BMP_RED] = 0xFF;
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pixel[BMP_GREEN] = 0xFF;
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pixel[BMP_BLUE] = 0xFF;
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}
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else
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{
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pixel[BMP_RED] = 0x0;
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pixel[BMP_GREEN] = 0x0;
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pixel[BMP_BLUE] = 0x0;
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}
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}
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}
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@ -31,6 +31,7 @@ class Scene
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/* private data */
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std::vector<Shape *> m_shapes;
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Transform m_transform;
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double m_view_plane_dist;
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/* framebuffer */
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unsigned char * m_data;
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@ -1,10 +1,13 @@
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#include "Sphere.h"
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#include "util/Solver.h"
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#include <iostream>
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using namespace std;
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Sphere::Sphere(double radius)
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{
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m_radius = radius;
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m_radius2 = radius * radius;
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}
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Solver::Result Sphere::intersect(const Ray & ray)
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@ -16,7 +19,8 @@ Solver::Result Sphere::intersect(const Ray & ray)
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+ ray.getOrigin()[2] * ray.getDirection()[2] ),
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ray.getOrigin()[0] * ray.getOrigin()[0]
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+ ray.getOrigin()[1] * ray.getOrigin()[1]
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+ ray.getOrigin()[2] * ray.getOrigin()[2] );
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+ ray.getOrigin()[2] * ray.getOrigin()[2]
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- m_radius2);
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Solver::Result quadSolutions = solver.solve();
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int resIdx = 0;
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for (int i = 0; i < quadSolutions.numResults; i++)
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@ -12,6 +12,7 @@ class Sphere : public Shape
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private:
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double m_radius;
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double m_radius2;
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};
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#endif
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