kicad/3d-viewer/3d_rendering/3d_render_raytracing/raypacket.cpp

132 lines
4.6 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file raypacket.cpp
* @brief
*/
#include "raypacket.h"
#include "../3d_fastmath.h"
#include <wx/debug.h>
RAYPACKET::RAYPACKET( const CCAMERA &aCamera, const SFVEC2I &aWindowsPosition )
{
unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x,
aWindowsPosition.y + y ),
rayOrigin, rayDir );
m_ray[i].Init( rayOrigin, rayDir );
i++;
}
}
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
m_Frustum.GenerateFrustum(
m_ray[ 0 * RAYPACKET_DIM + 0 ],
m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );
}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera,
const SFVEC2I &aWindowsPosition,
const SFVEC3F &aDirectionDisplacementFactor )
{
unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x,
aWindowsPosition.y + y ),
rayOrigin, rayDir );
const SFVEC3F randVector = SFVEC3F( Fast_RandFloat() * aDirectionDisplacementFactor.x,
Fast_RandFloat() * aDirectionDisplacementFactor.y,
Fast_RandFloat() * aDirectionDisplacementFactor.z );
m_ray[i].Init( rayOrigin,
glm::normalize( rayDir + randVector ) );
i++;
}
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
m_Frustum.GenerateFrustum( m_ray[ 0 * RAYPACKET_DIM + 0 ],
m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );
}
RAYPACKET::RAYPACKET( const CCAMERA &aCamera,
const SFVEC2I &aWindowsPosition,
unsigned int aPixelMultiple )
{
unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; y++ )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; x++ )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x * aPixelMultiple,
aWindowsPosition.y + y * aPixelMultiple),
rayOrigin, rayDir );
m_ray[i].Init( rayOrigin, rayDir );
i++;
}
}
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
m_Frustum.GenerateFrustum( m_ray[ 0 * RAYPACKET_DIM + 0 ],
m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );
}