aboutsummaryrefslogtreecommitdiff
path: root/scene.h
blob: 08ed9e9fed1415c71b1d861576d4bf3db7c6eac8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
#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{
	unsigned 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_object(container_t *cont, unsigned type);
light_t *add_light(container_t *cont);
material_t *add_material(container_t *cont);

void obj_norm_at(object_t *o, vector_t *dest, vector_t *point, vector_t *direction);

#endif