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scene.h
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#ifndef _SCENE_H__
#define _SCENE_H__
#include "config.h"
#include <vector>
#include "object.h"
#include "triangle.h"
#include "plane.h"
#include "bbox.h"
#include "bvh.h"
#include <iostream>
void SMF_reader(const char *filepath, int *vertexNum, int *faceNum, glm::vec3 *&vertexes, int *&indexes);
// global values
class Scene
{
public:
std::vector<Object *> objectList;
glm::vec3 light_position;
glm::vec3 light_ambient;
glm::vec3 light_diffuse;
glm::vec3 light_specular;
glm::vec3 global_ambient;
glm::vec3 background_clr;
float decay_a;
float decay_b;
float decay_c;
int objectCount;
Plane *board;
Scene()
{
light_position = glm::vec3(-2.0, 5.0, 1.0);
light_ambient = glm::vec3(0.1, 0.1, 0.1);
light_diffuse = glm::vec3(1.0, 1.0, 1.0);
light_specular = glm::vec3(1.0, 1.0, 1.0);
global_ambient = glm::vec3(0.2, 0.2, 0.2);
background_clr = glm::vec3(0.0, 0.0, 0.0);
decay_a = 0.5;
decay_b = 0.3;
decay_c = 0.0;
objectCount = 0;
board = NULL;
}
void set_chess();
void set_board();
Object *intersectScene(glm::vec3 eye, glm::vec3 ray, glm::vec3 *hit, int *intersect_count);
};
Object *Scene::intersectScene(glm::vec3 eye, glm::vec3 ray, glm::vec3 *hit, int *intersect_count)
{
glm::vec3 intersect_hit;
Object *intersect_obj = NULL;
float min_distance = inf;
bool is_intersect = false;
for (int i = 0; i < objectList.size(); i++)
{
(*intersect_count)++;
glm::vec3 temp_hit;
float temp_distance;
temp_distance = objectList[i]->intersect(eye, ray, &temp_hit);
if (temp_distance > precision)
{
if (temp_distance < min_distance)
{
min_distance = temp_distance;
intersect_obj = objectList[i];
intersect_hit = temp_hit;
is_intersect = true;
}
}
}
if (is_intersect && hit != NULL)
{
hit->x = intersect_hit.x;
hit->y = intersect_hit.y;
hit->z = intersect_hit.z;
}
return intersect_obj;
}
void Scene::set_board()
{
glm::vec3 mat_ambient = glm::vec3(0.5, 0.5, 0.5);
glm::vec3 mat_diffuse = glm::vec3(1.0, 1.0, 1.0);
glm::vec3 mat_specular = glm::vec3(1.0, 1.0, 1.0);
float shineness = 16;
float reflectance = 0.6;
float refractance = 0.2;
float factor = 1.5;
glm::vec3 center = glm::vec3(0.0, -1.0, -1.0);
float gridSize = 1.0;
// objectList.push_back(new Plane(++objectCount, mat_ambient, mat_diffuse, mat_specular, shineness, reflectance, refractance, factor, center, gridSize));
board = new Plane(++objectCount, mat_ambient, mat_diffuse, mat_specular, shineness, reflectance, refractance, factor, center, gridSize);
// center = glm::vec3(0.0, -2.0, -1.0);
// objectList.push_back(new Plane(++objectCount, mat_ambient, mat_diffuse, mat_specular, shineness, reflectance, refractance, factor,
// center, gridSize));
}
void Scene::set_chess()
{
int vertexNum = 0;
int faceNum = 0;
glm::vec3 *vertexes = NULL;
int *indexes = NULL;
SMF_reader("./chess_pieces/chess_piece.smf", &vertexNum, &faceNum, vertexes, indexes);
glm::vec3 mat_ambient = glm::vec3(0.5, 0.75, 0.5);
glm::vec3 mat_diffuse = glm::vec3(0.1, 0.5, 0.1);
glm::vec3 mat_specular = glm::vec3(1.0, 1.0, 1.0);
float shineness = 40;
float reflectance = 0.6;
float refractance = 0.2;
float factor = 1.5;
glm::vec3 center = glm::vec3(-0.5, -0.8, -2.0);
glm::vec3 point[3];
for (int i = 0; i < faceNum; i++)
{
for (int j = 0; j < 3; j++)
{
int index = indexes[i * 3 + j];
point[j] = glm::vec3(vertexes[index].x + center.x, vertexes[index].y + center.y, vertexes[index].z + center.z);
}
objectList.push_back(new Triangle(++objectCount, mat_ambient, mat_diffuse, mat_specular, shineness, reflectance, refractance, factor, point[0], point[1], point[2]));
}
// printf("sizeof object in scene:%d", objectList.size());
SMF_reader("./chess_pieces/bishop.smf", &vertexNum, &faceNum, vertexes, indexes);
float scale = 30.0f;
mat_ambient = glm::vec3(0.75, 0.5, 0.5);
mat_diffuse = glm::vec3(0.5, 0.1, 0.1);
mat_specular = glm::vec3(1.0, 1.0, 1.0);
center = glm::vec3(-0.5, -0.8, -2.8);
for (int i = 0; i < faceNum; i++)
{
for (int j = 0; j < 3; j++)
{
int index = indexes[i * 3 + j];
point[j] = glm::rotate(glm::vec3(scale * vertexes[index].x + center.x, scale * vertexes[index].y + center.y, scale * vertexes[index].z + center.z),
glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
}
objectList.push_back(new Triangle(++objectCount, mat_ambient, mat_diffuse, mat_specular, shineness, reflectance, refractance, factor, point[0], point[1], point[2]));
}
}
void SMF_reader(const char *filepath, int *vertexNum, int *faceNum, glm::vec3 *&vertexes, int *&indexes)
{
FILE *fileptr = NULL;
fileptr = fopen(filepath, "r");
if (fileptr == NULL)
{
printf("Error: Cannot open file %s\n", filepath);
fclose(fileptr);
exit(1);
}
if (fscanf(fileptr, " # %d %d", vertexNum, faceNum) < 2)
{
printf("Error: No Vertex and Face numer read.\n");
fclose(fileptr);
exit(1);
}
if (vertexes != NULL)
delete vertexes;
vertexes = new glm::vec3[*vertexNum * 3];
for (int i = 0; i < *vertexNum; i++)
if (fscanf(fileptr, " v %f %f %f", &(vertexes[i].x), &(vertexes[i].y), &(vertexes[i].z)) < 3)
{
printf("Error: Cannot read the vertexes\n");
fclose(fileptr);
exit(1);
}
if (indexes != NULL)
delete indexes;
indexes = new int[*faceNum * 3];
for (int i = 0; i < *faceNum; i++)
{
int a, b, c;
if (fscanf(fileptr, " f %d %d %d", &a, &b, &c) < 3)
{
printf("Error: Cannot read the indexes\n");
fclose(fileptr);
exit(1);
}
indexes[i * 3] = a - 1;
indexes[i * 3 + 1] = b - 1;
indexes[i * 3 + 2] = c - 1;
}
printf("read SMF done\n");
fclose(fileptr);
}
#endif