1d86ed7fbStbbdev /*
2*b15aabb3Stbbdev Copyright (c) 2005-2021 Intel Corporation
3d86ed7fbStbbdev
4d86ed7fbStbbdev Licensed under the Apache License, Version 2.0 (the "License");
5d86ed7fbStbbdev you may not use this file except in compliance with the License.
6d86ed7fbStbbdev You may obtain a copy of the License at
7d86ed7fbStbbdev
8d86ed7fbStbbdev http://www.apache.org/licenses/LICENSE-2.0
9d86ed7fbStbbdev
10d86ed7fbStbbdev Unless required by applicable law or agreed to in writing, software
11d86ed7fbStbbdev distributed under the License is distributed on an "AS IS" BASIS,
12d86ed7fbStbbdev WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13d86ed7fbStbbdev See the License for the specific language governing permissions and
14d86ed7fbStbbdev limitations under the License.
15d86ed7fbStbbdev */
16d86ed7fbStbbdev
17d86ed7fbStbbdev /*
18d86ed7fbStbbdev The original source for this example is
19d86ed7fbStbbdev Copyright (c) 1994-2008 John E. Stone
20d86ed7fbStbbdev All rights reserved.
21d86ed7fbStbbdev
22d86ed7fbStbbdev Redistribution and use in source and binary forms, with or without
23d86ed7fbStbbdev modification, are permitted provided that the following conditions
24d86ed7fbStbbdev are met:
25d86ed7fbStbbdev 1. Redistributions of source code must retain the above copyright
26d86ed7fbStbbdev notice, this list of conditions and the following disclaimer.
27d86ed7fbStbbdev 2. Redistributions in binary form must reproduce the above copyright
28d86ed7fbStbbdev notice, this list of conditions and the following disclaimer in the
29d86ed7fbStbbdev documentation and/or other materials provided with the distribution.
30d86ed7fbStbbdev 3. The name of the author may not be used to endorse or promote products
31d86ed7fbStbbdev derived from this software without specific prior written permission.
32d86ed7fbStbbdev
33d86ed7fbStbbdev THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
34d86ed7fbStbbdev OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
35d86ed7fbStbbdev WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
36d86ed7fbStbbdev ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
37d86ed7fbStbbdev DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
38d86ed7fbStbbdev DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
39d86ed7fbStbbdev OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
40d86ed7fbStbbdev HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
41d86ed7fbStbbdev LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
42d86ed7fbStbbdev OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
43d86ed7fbStbbdev SUCH DAMAGE.
44d86ed7fbStbbdev */
45d86ed7fbStbbdev
46d86ed7fbStbbdev /*
47d86ed7fbStbbdev * intersect.cpp - This file contains code for CSG and intersection routines.
48d86ed7fbStbbdev */
49d86ed7fbStbbdev
50d86ed7fbStbbdev #include "machine.hpp"
51d86ed7fbStbbdev #include "types.hpp"
52d86ed7fbStbbdev #include "intersect.hpp"
53d86ed7fbStbbdev #include "light.hpp"
54d86ed7fbStbbdev #include "util.hpp"
55d86ed7fbStbbdev #include "global.hpp"
56d86ed7fbStbbdev
new_objectid(void)57d86ed7fbStbbdev unsigned int new_objectid(void) {
58d86ed7fbStbbdev return numobjects++; /* global used to generate unique object ID's */
59d86ed7fbStbbdev }
60d86ed7fbStbbdev
max_objectid(void)61d86ed7fbStbbdev unsigned int max_objectid(void) {
62d86ed7fbStbbdev return numobjects;
63d86ed7fbStbbdev }
64d86ed7fbStbbdev
add_object(object * obj)65d86ed7fbStbbdev void add_object(object *obj) {
66d86ed7fbStbbdev object *objtemp;
67d86ed7fbStbbdev
68d86ed7fbStbbdev if (obj == nullptr)
69d86ed7fbStbbdev return;
70d86ed7fbStbbdev
71d86ed7fbStbbdev obj->id = new_objectid();
72d86ed7fbStbbdev
73d86ed7fbStbbdev objtemp = rootobj;
74d86ed7fbStbbdev rootobj = obj;
75d86ed7fbStbbdev obj->nextobj = objtemp;
76d86ed7fbStbbdev }
77d86ed7fbStbbdev
free_objects(object * start)78d86ed7fbStbbdev void free_objects(object *start) {
79d86ed7fbStbbdev object *cur;
80d86ed7fbStbbdev object *cur2;
81d86ed7fbStbbdev
82d86ed7fbStbbdev cur = start;
83d86ed7fbStbbdev while (cur->nextobj != nullptr) {
84d86ed7fbStbbdev cur2 = (object *)cur->nextobj;
85d86ed7fbStbbdev cur->methods->free(cur);
86d86ed7fbStbbdev cur = cur2;
87d86ed7fbStbbdev }
88d86ed7fbStbbdev free(cur);
89d86ed7fbStbbdev }
90d86ed7fbStbbdev
reset_object(void)91d86ed7fbStbbdev void reset_object(void) {
92d86ed7fbStbbdev if (rootobj != nullptr)
93d86ed7fbStbbdev free_objects(rootobj);
94d86ed7fbStbbdev
95d86ed7fbStbbdev rootobj = nullptr;
96d86ed7fbStbbdev numobjects = 0; /* set number of objects back to 0 */
97d86ed7fbStbbdev }
98d86ed7fbStbbdev
intersect_objects(ray * intray)99d86ed7fbStbbdev void intersect_objects(ray *intray) {
100d86ed7fbStbbdev object *cur;
101d86ed7fbStbbdev object temp;
102d86ed7fbStbbdev
103d86ed7fbStbbdev temp.nextobj = rootobj; /* setup the initial object pointers.. */
104d86ed7fbStbbdev cur = &temp; /* ready, set */
105d86ed7fbStbbdev
106d86ed7fbStbbdev while ((cur = (object *)cur->nextobj) != nullptr)
107d86ed7fbStbbdev cur->methods->intersect(cur, intray);
108d86ed7fbStbbdev }
109d86ed7fbStbbdev
reset_intersection(intersectstruct * intstruct)110d86ed7fbStbbdev void reset_intersection(intersectstruct *intstruct) {
111d86ed7fbStbbdev intstruct->num = 0;
112d86ed7fbStbbdev intstruct->list[0].t = FHUGE;
113d86ed7fbStbbdev intstruct->list[0].obj = nullptr;
114d86ed7fbStbbdev intstruct->list[1].t = FHUGE;
115d86ed7fbStbbdev intstruct->list[1].obj = nullptr;
116d86ed7fbStbbdev }
117d86ed7fbStbbdev
add_intersection(flt t,object * obj,ray * ry)118d86ed7fbStbbdev void add_intersection(flt t, object *obj, ray *ry) {
119d86ed7fbStbbdev intersectstruct *intstruct = ry->intstruct;
120d86ed7fbStbbdev
121d86ed7fbStbbdev if (t > EPSILON) {
122d86ed7fbStbbdev /* if we hit something before maxdist update maxdist */
123d86ed7fbStbbdev if (t < ry->maxdist) {
124d86ed7fbStbbdev ry->maxdist = t;
125d86ed7fbStbbdev
126d86ed7fbStbbdev /* if we hit *anything* before maxdist, and we're firing a */
127d86ed7fbStbbdev /* shadow ray, then we are finished ray tracing the shadow */
128d86ed7fbStbbdev if (ry->flags & RT_RAY_SHADOW)
129d86ed7fbStbbdev ry->flags |= RT_RAY_FINISHED;
130d86ed7fbStbbdev }
131d86ed7fbStbbdev
132d86ed7fbStbbdev intstruct->num++;
133d86ed7fbStbbdev intstruct->list[intstruct->num].obj = obj;
134d86ed7fbStbbdev intstruct->list[intstruct->num].t = t;
135d86ed7fbStbbdev }
136d86ed7fbStbbdev }
137d86ed7fbStbbdev
closest_intersection(flt * t,object ** obj,intersectstruct * intstruct)138d86ed7fbStbbdev int closest_intersection(flt *t, object **obj, intersectstruct *intstruct) {
139d86ed7fbStbbdev int i;
140d86ed7fbStbbdev *t = FHUGE;
141d86ed7fbStbbdev
142d86ed7fbStbbdev for (i = 1; i <= intstruct->num; i++) {
143d86ed7fbStbbdev if (intstruct->list[i].t < *t) {
144d86ed7fbStbbdev *t = intstruct->list[i].t;
145d86ed7fbStbbdev *obj = intstruct->list[i].obj;
146d86ed7fbStbbdev }
147d86ed7fbStbbdev }
148d86ed7fbStbbdev
149d86ed7fbStbbdev return intstruct->num;
150d86ed7fbStbbdev }
151d86ed7fbStbbdev
shadow_intersection(intersectstruct * intstruct,flt maxdist)152d86ed7fbStbbdev int shadow_intersection(intersectstruct *intstruct, flt maxdist) {
153d86ed7fbStbbdev int i;
154d86ed7fbStbbdev
155d86ed7fbStbbdev if (intstruct->num > 0) {
156d86ed7fbStbbdev for (i = 1; i <= intstruct->num; i++) {
157d86ed7fbStbbdev if ((intstruct->list[i].t < maxdist) &&
158d86ed7fbStbbdev (intstruct->list[i].obj->tex->shadowcast == 1)) {
159d86ed7fbStbbdev return 1;
160d86ed7fbStbbdev }
161d86ed7fbStbbdev }
162d86ed7fbStbbdev }
163d86ed7fbStbbdev
164d86ed7fbStbbdev return 0;
165d86ed7fbStbbdev }
166