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raytracer.h
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// -----------------------------------------------------------
// raytracer.h
// 2004 - Jacco Bikker - [email protected] - www.bik5.com - <><
// -----------------------------------------------------------
#ifndef I_RAYTRACER_H
#define I_RAYTRACER_H
#include "common.h"
namespace Raytracer {
// -----------------------------------------------------------
// Ray class definition
// -----------------------------------------------------------
class Ray
{
public:
Ray() : m_Origin( vector3( 0, 0, 0 ) ), m_Direction( vector3( 0, 0, 0 ) ) {};
Ray( vector3& a_Origin, vector3& a_Dir );
void SetOrigin( vector3& a_Origin ) { m_Origin = a_Origin; }
void SetDirection( vector3& a_Direction ) { m_Direction = a_Direction; }
vector3& GetOrigin() { return m_Origin; }
vector3& GetDirection() { return m_Direction; }
private:
vector3 m_Origin;
vector3 m_Direction;
};
// -----------------------------------------------------------
// Engine class definition
// Raytracer core
// -----------------------------------------------------------
class Scene;
class Primitive;
class Engine
{
public:
Engine();
~Engine();
void SetTarget( Pixel* a_Dest, int a_Width, int a_Height );
Scene* GetScene() { return m_Scene; }
Primitive* Raytrace( Ray& a_Ray, Color& a_Acc, int a_Depth, float a_RIndex, float& a_Dist, Color& dirLC,bool flag, Color& Specular, Color& B_withoutOBJ, Color& realB,bool bG);
Primitive* bGraytrace(Ray& a_Ray,Color& realB,int a_Depth,float a_RIndex,float& a_Dist,bool flag);
void InitRender();
bool Render();
protected:
// renderer data
float m_WX1, m_WY1, m_WX2, m_WY2, m_DX, m_DY, m_SX, m_SY;
Scene* m_Scene;
Pixel* m_Dest;
int m_Width, m_Height, m_CurrLine, m_PPos;
Primitive** m_LastRow;
float * ralpha;
float * galpha;
float * balpha;
};
}; // namespace Raytracer
#endif