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/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527 */
/* without consent of either the College of William & Mary or */
/* Pieter Peers. */
/******************************************************************/
#ifndef _INTERSECTIONPOINT_H_
#define _INTERSECTIONPOINT_H_
#include <memory>
#include <ostream>
#include "ray.h"
#include "vec3d.h"
#include "vec2d.h"
#include "color.h"
#include "constants.h"
#include "brdfSample.h"
#include "lightSample.h"
#include "transformation3d.h"
#include "shaderProperties.h"
#include "coordinateTransform.h"
class intersectionPoint
{
public:
/////////////////
// Constructor //
/////////////////
intersectionPoint(void);
intersectionPoint(const ray& r, float rayParameter=+LARGE, const std::shared_ptr<const class shader_base>& shader=nullptr, const vec3d& normal=vec3d(0.0f, 0.0f, 1.0f), const vec3d& axis=vec3d(1.0f, 0.0f, 0.0f), const vec2d& textureCoordinate=vec2d(0.0f, 0.0f));
intersectionPoint(const intersectionPoint& ip);
///////////////
// Operators //
///////////////
intersectionPoint& operator=(const intersectionPoint& ip);
bool operator<(const intersectionPoint& ip) const;
bool operator>(const intersectionPoint& ip) const;
bool operator<(const lightSample& ls) const;
bool operator>(const lightSample& ls) const;
////////////////
// Inspectors //
////////////////
bool isHit(void) const;
bool hasShader(void) const;
shaderProperties getShaderProperties(void) const;
float distance(const intersectionPoint& ip) const;
const vec3d& position(void) const;
const vec3d& direction(void) const;
const vec2d& textureCoordinate(void) const;
const vec3d& normal(void) const;
coordinateTransformation shadingFrame(void) const;
//////////////
// Mutators //
//////////////
void transform(const transformation3d& t);
void inverseTransform(const transformation3d& t);
void transformShadingFrame(const transformation3d& sft);
void inverseTransformShadingFrame(const transformation3d& sft);
void setShader(const std::shared_ptr<const class shader_base>& shader);
/////////////
// Methods //
/////////////
color shade(const vec3d& out) const;
color shade(const lightSample& ls) const;
float reflectivity(void) const;
color reflectance(const vec3d& out) const;
brdfSample sample(float r1, float r2) const;
color emittance(void) const;
/////////////
// Friends //
/////////////
friend void swap(intersectionPoint& a, intersectionPoint& b) { a._swap(b); }
friend bool operator<(const lightSample& ls, const intersectionPoint& ip) { return (ip > ls); }
friend bool operator>(const lightSample& ls, const intersectionPoint& ip) { return (ip < ls); }
friend std::ostream& operator<<(std::ostream& s, const intersectionPoint& ip)
{
if(ip._hit) s << "IntersectionPoint: ray=" << ip._ray << ", position=" << ip._position << " (parameter=" << ip._rayParameter << ", normal=" << ip._normal << ", shading axis=" << ip._axis << ", texture coordinate=" << ip._textureCoordinate;
else s << "IntersectionPoint: empty";
return s;
}
private:
/////////////////////
// Private Methods //
/////////////////////
void _assign(const intersectionPoint& ip);
void _swap(intersectionPoint& ip);
//////////////////
// Data Members //
//////////////////
ray _ray;
bool _hit;
float _rayParameter;
vec3d _position;
vec3d _normal, _axis;
vec2d _textureCoordinate;
std::shared_ptr<const class shader_base> _shader;
};
#endif /* _INTERSECTIONPOINT_H_ */
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