📄 common.h
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// -----------------------------------------------------------
// common.h
// 2004 - Jacco Bikker - jacco@bik5.com - www.bik5.com - <><
// -----------------------------------------------------------
#ifndef I_COMMON_H
#define I_COMMON_H
#include "math.h"
#include "stdlib.h"
typedef unsigned int Pixel;
inline float Rand( float a_Range ) { return ((float)rand() / RAND_MAX) * a_Range; }
namespace Raytracer {
#define SAMPLES 128
#define TRACEDEPTH 4
#define MAXTREEDEPTH 20
#define IMPORTANCE
#define TILESIZE 16
// #define HIGHPRECISION
#ifndef HIGHPRECISION
#define EPSILON 0.0001f
#define real float
#define _fabs fabsf
#define _cos cosf
#define _sin sinf
#define _acos acosf
#define _floor floorf
#define _ceil ceilf
#define _sqrt sqrtf
#define _pow powf
#define _exp expf
#else
#define EPSILON 0.0000001f
#define real double
#define _fabs fabs
#define _cos cos
#define _sin sin
#define _acos acos
#define _floor floor
#define _ceil ceil
#define _sqrt sqrt
#define _pow pow
#define _exp exp
#endif
#define DOT(A,B) (A.x*B.x+A.y*B.y+A.z*B.z)
#define NORMALIZE(A) {real l=1/_sqrt(A.x*A.x+A.y*A.y+A.z*A.z);A.x*=l;A.y*=l;A.z*=l;}
#define LENGTH(A) (_sqrt(A.x*A.x+A.y*A.y+A.z*A.z))
#define SQRLENGTH(A) (A.x*A.x+A.y*A.y+A.z*A.z)
#define SQRDISTANCE(A,B) ((A.x-B.x)*(A.x-B.x)+(A.y-B.y)*(A.y-B.y)+(A.z-B.z)*(A.z-B.z))
#define PI 3.141592653589793238462f
class vector3
{
public:
vector3() : x( 0.0f ), y( 0.0f ), z( 0.0f ) {};
vector3( real a_X, real a_Y, real a_Z ) : x( a_X ), y( a_Y ), z( a_Z ) {};
void Set( real a_X, real a_Y, real a_Z ) { x = a_X; y = a_Y; z = a_Z; }
void Normalize() { real l = 1.0f / Length(); x *= l; y *= l; z *= l; }
real Length() { return (real)sqrt( x * x + y * y + z * z ); }
real SqrLength() { return x * x + y * y + z * z; }
real Dot( vector3 a_V ) { return x * a_V.x + y * a_V.y + z * a_V.z; }
vector3 Cross( vector3 b ) { return vector3( y * b.z - z * b.y, z * b.x - x * b.z, x * b.y - y * b.x ); }
void operator += ( vector3& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; }
void operator += ( vector3* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; }
void operator -= ( vector3& a_V ) { x -= a_V.x; y -= a_V.y; z -= a_V.z; }
void operator -= ( vector3* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
void operator *= ( real f ) { x *= f; y *= f; z *= f; }
void operator *= ( vector3& a_V ) { x *= a_V.x; y *= a_V.y; z *= a_V.z; }
void operator *= ( vector3* a_V ) { x *= a_V->x; y *= a_V->y; z *= a_V->z; }
vector3 operator- () const { return vector3( -x, -y, -z ); }
friend vector3 operator + ( const vector3& v1, const vector3& v2 ) { return vector3( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z ); }
friend vector3 operator - ( const vector3& v1, const vector3& v2 ) { return vector3( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z ); }
friend vector3 operator + ( const vector3& v1, vector3* v2 ) { return vector3( v1.x + v2->x, v1.y + v2->y, v1.z + v2->z ); }
friend vector3 operator - ( const vector3& v1, vector3* v2 ) { return vector3( v1.x - v2->x, v1.y - v2->y, v1.z - v2->z ); }
friend vector3 operator * ( const vector3& v, real f ) { return vector3( v.x * f, v.y * f, v.z * f ); }
friend vector3 operator * ( const vector3& v1, vector3& v2 ) { return vector3( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z ); }
friend vector3 operator * ( real f, const vector3& v ) { return vector3( v.x * f, v.y * f, v.z * f ); }
union
{
struct { real x, y, z; };
struct { real r, g, b; };
struct { real cell[3]; };
};
};
class matrix
{
public:
enum
{
TX=3,
TY=7,
TZ=11,
D0=0, D1=5, D2=10, D3=15,
SX=D0, SY=D1, SZ=D2,
W=D3
};
matrix() { Identity(); }
void Identity()
{
cell[1] = cell[2] = cell[TX] = cell[4] = cell[6] = cell[TY] =
cell[8] = cell[9] = cell[TZ] = cell[12] = cell[13] = cell[14] = 0;
cell[D0] = cell[D1] = cell[D2] = cell[W] = 1;
}
void Rotate( vector3 a_Pos, real a_RX, real a_RY, real a_RZ )
{
matrix t;
t.RotateX( a_RZ );
RotateY( a_RY );
Concatenate( t );
t.RotateZ( a_RX );
Concatenate( t );
Translate( a_Pos );
}
void RotateX( real a_RX )
{
real sx = (real)sin( a_RX * PI / 180 );
real cx = (real)cos( a_RX * PI / 180 );
Identity();
cell[5] = cx, cell[6] = sx, cell[9] = -sx, cell[10] = cx;
}
void RotateY( real a_RY )
{
real sy = (real)sin( a_RY * PI / 180 );
real cy = (real)cos( a_RY * PI / 180 );
Identity ();
cell[0] = cy, cell[2] = -sy, cell[8] = sy, cell[10] = cy;
}
void RotateZ( real a_RZ )
{
real sz = (real)sin( a_RZ * PI / 180 );
real cz = (real)cos( a_RZ * PI / 180 );
Identity ();
cell[0] = cz, cell[1] = sz, cell[4] = -sz, cell[5] = cz;
}
void Translate( vector3 a_Pos ) { cell[TX] += a_Pos.x; cell[TY] += a_Pos.y; cell[TZ] += a_Pos.z; }
void Concatenate( matrix& m2 )
{
matrix res;
for ( int c = 0; c < 4; c++ ) for ( int r = 0; r < 4; r++ )
res.cell[r * 4 + c] = cell[r * 4] * m2.cell[c] +
cell[r * 4 + 1] * m2.cell[c + 4] +
cell[r * 4 + 2] * m2.cell[c + 8] +
cell[r * 4 + 3] * m2.cell[c + 12];
for ( c = 0; c < 16; c++ ) cell[c] = res.cell[c];
}
vector3 Transform( vector3& v )
{
real x = cell[0] * v.x + cell[1] * v.y + cell[2] * v.z + cell[3];
real y = cell[4] * v.x + cell[5] * v.y + cell[6] * v.z + cell[7];
real z = cell[8] * v.x + cell[9] * v.y + cell[10] * v.z + cell[11];
return vector3( x, y, z );
}
void Invert()
{
matrix t;
real tx = -cell[3], ty = -cell[7], tz = -cell[11];
for ( int h = 0; h < 3; h++ ) for ( int v = 0; v < 3; v++ ) t.cell[h + v * 4] = cell[v + h * 4];
for ( int i = 0; i < 11; i++ ) cell[i] = t.cell[i];
cell[3] = tx * cell[0] + ty * cell[1] + tz * cell[2];
cell[7] = tx * cell[4] + ty * cell[5] + tz * cell[6];
cell[11] = tx * cell[8] + ty * cell[9] + tz * cell[10];
}
real cell[16];
};
class plane
{
public:
plane() : N( 0, 0, 0 ), D( 0 ) {};
plane( vector3 a_Normal, real a_D ) : N( a_Normal ), D( a_D ) {};
union
{
struct
{
vector3 N;
real D;
};
real cell[4];
};
};
class aabb
{
public:
aabb() : m_Pos( vector3( 0, 0, 0 ) ), m_Size( vector3( 0, 0, 0 ) ) {};
aabb( vector3& a_Pos, vector3& a_Size ) : m_Pos( a_Pos ), m_Size( a_Size ) {};
vector3& GetPos() { return m_Pos; }
vector3& GetSize() { return m_Size; }
bool Intersect( aabb& b2 )
{
vector3 v1 = b2.GetPos(), v2 = b2.GetPos() + b2.GetSize();
vector3 v3 = m_Pos, v4 = m_Pos + m_Size;
return ((v4.x >= v1.x) && (v3.x <= v2.x) && // x-axis overlap
(v4.y >= v1.y) && (v3.y <= v2.y) && // y-axis overlap
(v4.z >= v1.z) && (v3.z <= v2.z)); // z-axis overlap
}
bool Contains( vector3 a_Pos )
{
vector3 v1 = m_Pos, v2 = m_Pos + m_Size;
return ((a_Pos.x >= v1.x) && (a_Pos.x <= v2.x) &&
(a_Pos.y >= v1.y) && (a_Pos.y <= v2.y) &&
(a_Pos.z >= v1.z) && (a_Pos.z <= v2.z));
}
real w() { return m_Size.x; }
real h() { return m_Size.y; }
real d() { return m_Size.z; }
real x() { return m_Pos.x; }
real y() { return m_Pos.y; }
real z() { return m_Pos.z; }
private:
vector3 m_Pos, m_Size;
};
typedef vector3 Color;
}; // namespace Raytracer
#endif
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