PBRT
/home/felix/UBC/projects/AdaptiveLightfieldSampling/pbrt_v2/src/core/scene.h
00001 
00002 /*
00003     pbrt source code Copyright(c) 1998-2012 Matt Pharr and Greg Humphreys.
00004 
00005     This file is part of pbrt.
00006 
00007     Redistribution and use in source and binary forms, with or without
00008     modification, are permitted provided that the following conditions are
00009     met:
00010 
00011     - Redistributions of source code must retain the above copyright
00012       notice, this list of conditions and the following disclaimer.
00013 
00014     - Redistributions in binary form must reproduce the above copyright
00015       notice, this list of conditions and the following disclaimer in the
00016       documentation and/or other materials provided with the distribution.
00017 
00018     THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
00019     IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
00020     TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
00021     PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
00022     HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
00023     SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
00024     LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
00025     DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
00026     THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
00027     (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
00028     OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00029 
00030  */
00031 
00032 #if defined(_MSC_VER)
00033 #pragma once
00034 #endif
00035 
00036 #ifndef PBRT_CORE_SCENE_H
00037 #define PBRT_CORE_SCENE_H
00038 
00039 // core/scene.h*
00040 #include "pbrt.h"
00041 #include "primitive.h"
00042 #include "integrator.h"
00043 
00044 // Scene Declarations
00045 class Scene {
00046 public:
00047     // Scene Public Methods
00048     Scene(Primitive *accel, const vector<Light *> &lts, VolumeRegion *vr);
00049     ~Scene();
00050     bool Intersect(const Ray &ray, Intersection *isect) const {
00051         PBRT_STARTED_RAY_INTERSECTION(const_cast<Ray *>(&ray));
00052         bool hit = aggregate->Intersect(ray, isect);
00053         PBRT_FINISHED_RAY_INTERSECTION(const_cast<Ray *>(&ray), isect, int(hit));
00054         return hit;
00055     }
00056     bool IntersectP(const Ray &ray) const {
00057         PBRT_STARTED_RAY_INTERSECTIONP(const_cast<Ray *>(&ray));
00058         bool hit = aggregate->IntersectP(ray);
00059         PBRT_FINISHED_RAY_INTERSECTIONP(const_cast<Ray *>(&ray), int(hit));
00060         return hit;
00061     }
00062     const BBox &WorldBound() const;
00063 
00064     // Scene Public Data
00065     Primitive *aggregate;
00066     vector<Light *> lights;
00067     VolumeRegion *volumeRegion;
00068     BBox bound;
00069 };
00070 
00071 
00072 
00073 #endif // PBRT_CORE_SCENE_H