cloudy-raytracer/scene/scene.h

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#ifndef SCENE_H
#define SCENE_H
#include "common/color.h"
#include "common/ray.h"
#include "common/texture.h"
#include "common/vector3d.h"
#include <algorithm>
#include <memory>
#include <vector>
// Forward declarations
class Light;
class Shader;
class Scene {
public:
// Constructor / Destructor
Scene() = default;
virtual ~Scene() = default;
// Get
std::vector<std::shared_ptr<Light>> const &lights() const { return this->lights_; }
std::vector<std::shared_ptr<Primitive>> const &primitives() const { return this->primitives_; }
// Set
void setBackgroundColor(Color const &color) { this->backgroundColor = color; }
void setEnvironmentMap(std::shared_ptr<Texture> const &map) { this->environmentMap = map; }
// Setup functions
void add(const std::shared_ptr<Light> &light);
void add(const std::shared_ptr<Primitive> &primitive);
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void addObj(char const *fileName, Vector3d const &scale, Vector3d const &translation, const std::shared_ptr<Shader> &shader, bool flipU = false, bool flipV = false);
// .obj loading function
static std::vector<std::shared_ptr<Primitive>> loadObj(char const *fileName, Vector3d const &scale, Vector3d const &translation, const std::shared_ptr<Shader> &shader, bool flipU = false, bool flipV = true);
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// Raytracing functions
Color traceRay(Ray &ray) const;
virtual bool findIntersection(Ray &ray) const = 0;
virtual bool findOcclusion(Ray &ray) const = 0;
virtual Color getTransparency(Ray &ray, float maxDistance) const = 0;
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protected:
Color backgroundColor;
std::shared_ptr<Texture> environmentMap;
private:
std::vector<std::shared_ptr<Light>> lights_;
std::vector<std::shared_ptr<Primitive>> primitives_;
};
#endif