📄 raytracer.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef RAYTRACER_H
#define RAYTRACER_H
#include "WmlVector3.h"
using namespace Wml;
class RayTracer
{
public:
typedef float (*Function)(const Vector3f&);
typedef Vector3f (*Gradient)(const Vector3f&);
// Ray trace level surface F(x,y,z) = 0. The surface normals are
// computed from DF(x,y,z), the gradient of F.
RayTracer (Function oF, Gradient oDF, int iWidth, int iHeight);
~RayTracer ();
// camera and view frustum
Vector3f& Location ();
Vector3f& Direction ();
Vector3f& Up ();
Vector3f& Right ();
float& Near ();
float& Far ();
float& HalfWidth ();
float& HalfHeight ();
// rendered image
int GetWidth () const;
int GetHeight () const;
const float* GetImage () const;
// Ray trace the view frustum region. The tracing uses a single
// directional light. TO DO: Allow more lights and different light
// types. The number of samples per ray for computing intersection of
// rays with the surface is specified in iMaxSample.
void DrawSurface (int iMaxSample, const Vector3f& rkLightDir, bool bBlur);
private:
// find intersection of ray with surface
void FindSurface (float fS0, float fF0, const Vector3f& rkP0, float fS1,
float fF1, const Vector3f& rkP1, const Vector3f& kRayDir,
Vector3f& rkPos, Vector3f& rkNormal);
// blur the image for a cheap antialiasing
void BlurImage ();
// camera and view frustum
Vector3f m_kLocation, m_kDirection, m_kUp, m_kRight;
float m_fNear, m_fFar, m_fHalfWidth, m_fHalfHeight;
// level surface F(x,y,z) = 0, surface normal DF(x,y,z)
Function m_oF;
Gradient m_oDF;
// rendered image
int m_iWidth, m_iHeight;
float* m_afImage;
float* m_afBlur;
};
#include "RayTracer.inl"
#endif
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