#ifndef SCENE_H #define SCENE_H #include #include #include "vector.h" #include "viewpoint.h" #include "pgm.h" #define TYPE_SPHERE 1 #define TYPE_PLANE 2 #define TYPE_L_POINT 1 #define TYPE_L_AREA 2 #define CONTAINER_SIZE(objs, mats, ligs) (sizeof(container_t) + objs * sizeof(object_t) + ligs * sizeof(light_t)) typedef struct { vector_t center; COORD_T radius; } sphere_t; typedef struct { vector_t start; vector_t norm; } plane_t; typedef struct { vector_t color; // Light properties COORD_T defuse; // If this object emits light. Only makes sense if combined with a area light. COORD_T emissive; COORD_T specular; unsigned int shine; // Reflective properties COORD_T reflective; } material_t; // General object structure typedef struct object_s{ unsigned type; struct object_s *next; // Color and light information material_t *m; union { sphere_t sph; plane_t pl; }; } object_t; typedef struct light_s{ unsigned type; color_t color; COORD_T radiance; union { struct { vector_t pos; } point; object_t *area; }; struct light_s *next; } light_t; light_t l; // Graphics settings // Should actually sit in ray.c typedef struct { unsigned arealight_samples; unsigned antialias_samples; unsigned envlight_samples; unsigned globallight_samples; unsigned depth; unsigned gl_opt_depth; } settings_t; typedef struct { viewpoint_t view; object_t *objects; light_t *lights; color_t ambient; color_t back; settings_t *gfx; // Environment light // TODO make more general // Slows things down alot bool env_enabled; color_t env_color; } space_t; // Contains materials, space, objects and lights. Made to keep it all together. // They will still be linked list, but close together. typedef struct { space_t space; // Number of objects unsigned obj_index; unsigned mat_index; unsigned lig_index; // Number of objects that will fit. unsigned obj_cap; unsigned mat_cap; unsigned lig_cap; // Memory blob // Contains objects -> materials -> lights uint8_t content[0]; } container_t; // Initialice container in buffer c. Should be big enough for the whole scene. // Use the container_size to calculate the needed space. // Leave c at NULL to allocate container container_t *container_init(container_t *c, unsigned objs, unsigned mats, unsigned ligs); space_t *container_prepare_space(container_t *c); object_t *add_object(container_t *cont, unsigned type); light_t *add_light(container_t *cont, unsigned type); material_t *add_material(container_t *cont); void obj_norm_at(object_t *o, vector_t *dest, vector_t *point, vector_t *direction); #endif