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#include <GEL/Geometry/BSPTree.h>
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#include "scene.h"
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#include "mesh.h"
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using namespace Geometry;
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using namespace CGLA;
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scene::scene(void) : cam_(0)
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{
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    accel_ = new BSPTree;
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}
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scene::~scene(void)
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{
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    delete accel_;
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}
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void scene::insert(const luminaire* obj)
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{
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    objs_.push_back(obj);
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}
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size_t scene::luminaires(void) const
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{
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    return objs_.size();
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}
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const luminaire* scene::get_luminaire(size_t i) const
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{
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    return objs_.at(i);
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}
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bool scene::intersect(const ray& r)
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{
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    Ray s;
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    s.direction = r.direction;
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    s.origin = r.origin;
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    s.dist = r.distance;
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    s.trace_depth = r.depth;
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    return accel_->intersect(s);
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}
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bool scene::intersect(const ray& r, hit_info& hi)
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{
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    Ray s;
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    s.direction = r.direction;
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    s.origin = r.origin;
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    s.trace_depth = r.depth;
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    s.dist = r.distance;
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    bool hit = accel_->intersect(s);
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    if (hit)
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    {
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        //find the mesh which was hit
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        const mesh& msh = dynamic_cast<const mesh&>(*objs_[s.id]);
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        //set hit position and normals
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        hi.distance = s.dist;
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        hi.position = s.hit_pos;
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        hi.shading_normal = s.hit_normal;
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        const IndexedFaceSet& geometry = msh.get_trimesh().geometry;
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        const Vec3i& f  = geometry.face(s.hit_face_id);
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        const Vec3f p0 = geometry.vertex(f[0]);
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        const Vec3f a  = geometry.vertex(f[1]) - p0;
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        const Vec3f b  = geometry.vertex(f[2]) - p0;
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        Vec3f face_normal = cross(a,b);
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        float l = sqr_length(face_normal);
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        if(l > 0.0f)
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            face_normal /= sqrt(l);
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        hi.geometric_normal = msh.transform().mul_3D_vector(face_normal);
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        //hi.geometric_normal = msh.triangle_normal(s.hit_face_id);
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        hi.inside = dot(hi.geometric_normal, -s.direction) < 0.f;
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        if (hi.inside)
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        {
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            hi.geometric_normal = -hi.geometric_normal;
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            hi.shading_normal = -hi.shading_normal;
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        }
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        bool has_texcoords = msh.get_trimesh().texcoords.no_faces() > 0;
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        if (has_texcoords)
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        {
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            //compute texture coords..
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            const IndexedFaceSet& texcoords = msh.get_trimesh().texcoords;
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            const Vec3i& t = texcoords.face(s.hit_face_id);
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            Vec3f uv0 = texcoords.vertex(t[0]);
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            Vec3f uv1 = texcoords.vertex(t[1]);
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            Vec3f uv2 = texcoords.vertex(t[2]);
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            hi.texcoords(0) = (1.f-s.u-s.v)*uv0(0) + s.u*uv1(0) + s.v*uv2(0);
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            hi.texcoords(1) = (1.f-s.u-s.v)*uv0(1) + s.u*uv1(1) + s.v*uv2(1);
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            //compute tangent vectors..
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        }
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        else
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        {
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            //hmm.. no uvs. not good!
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            hi.texcoords = Vec2f(0.f);
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            //orthogonal(hi.shading_normal, hi.tangent, hi.bitangent);
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        }
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        //sample material to get bsdf
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        const material* mat = msh.get_material();
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        if (mat)
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            mat->sample(r, hi);
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        //convert from radiant exitance to radiance
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        if (!hi.inside)
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            hi.emitted = msh.exitance() / float(M_PI);
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    }
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    return hit;
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}
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const camera* scene::get_camera(void) const
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{
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    return cam_;
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}
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void scene::set_camera(const camera* c)
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{
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    cam_ = c;
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}
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void scene::initialize(int mo, int md)
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{
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    assert(cam_);
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    assert(!objs_.empty());
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    std::cout << "Building BSP tree.." << std::endl;
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    std::vector<const TriMesh*> msh;
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    std::vector<Mat4x4f> trs;
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    std::vector<const luminaire*>::iterator it;
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    for (it=objs_.begin(); it!=objs_.end(); ++it)
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    {
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        const luminaire* obj = *it;
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        const mesh* mxx = dynamic_cast<const mesh*>(obj);
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        if (!mxx)
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            continue;
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        msh.push_back(&mxx->get_trimesh());
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        trs.push_back(mxx->transform());
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    }
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    accel_->init(msh, trs, mo, md);
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    accel_->build();
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    std::cout << "Done!" << std::endl;
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}
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//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007