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#ifndef SCENE_H
#define SCENE_H
#include <stdbool.h>
#include <stdint.h>
#include "vector.h"
#include "viewpoint.h"
#include "pgm.h"
#define TYPE_SPHERE 1
#define TYPE_PLANE 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 light_s{
vector_t *pos;
color_t *defuse;
color_t *specular;
struct light_s *next;
} light_t;
typedef struct {
vector_t color;
// Light properties
COORD_T defuse;
COORD_T specular;
unsigned int shine;
// Reflective properties
COORD_T reflective;
} material_t;
// General object structure
typedef struct object_s{
uint8_t type;
struct object_s *next;
// Color and light information
material_t *m;
union {
sphere_t sph;
plane_t pl;
};
} object_t;
typedef struct {
viewpoint_t view;
object_t *objects;
light_t *lights;
color_t ambient;
color_t back;
// Environment light
// TODO make more general
// Slows things down alot
unsigned env_samples;
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_sphere(container_t *cont, vector_t *c, COORD_T r, material_t *m);
object_t *add_plane(container_t *cont, vector_t *start, vector_t *dir, material_t *m);
light_t *add_light(container_t *cont, vector_t *pos, color_t *defuse, color_t *specular);
material_t *add_material(container_t *cont);
void obj_norm_at(object_t *o, vector_t *dest, vector_t *point);
#endif
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