#include <string.h>
#include <math.h>
#include <float.h>
+#include <treestore.h>
#include "csgimpl.h"
#include "matrix.h"
#include "geom.h"
static void shade(float *col, struct ray *ray, struct hit *hit);
static void background(float *col, struct ray *ray);
static int find_intersection(struct ray *ray, struct hit *best);
+static csg_object *load_object(struct ts_node *node);
static float ambient[3];
static struct camera cam;
int csg_load(const char *fname)
{
- return 0; /* TODO */
+ struct ts_node *root = 0, *c;
+ csg_object *o;
+
+ if(!(root = ts_load(fname))) {
+ fprintf(stderr, "failed to open %s\n", fname);
+ return -1;
+ }
+ if(strcmp(root->name, "csgray_scene") != 0) {
+ fprintf(stderr, "invalid scene file: %s\n", fname);
+ goto err;
+ }
+
+ c = root->child_list;
+ while(c) {
+ if(strcmp(c->name, "viewer") == 0) {
+ static float def_pos[] = {0, 0, 5};
+ static float def_targ[] = {0, 0, 0};
+
+ float *p = ts_get_attr_vec(c, "position", def_pos);
+ float *t = ts_get_attr_vec(c, "target", def_targ);
+
+ csg_view(p[0], p[1], p[2], t[0], t[1], t[2]);
+ csg_fov(ts_get_attr_num(c, "fov", 50.0f));
+
+ } else if((o = load_object(c))) {
+ csg_add_object(o);
+ }
+ c = c->next;
+ }
+
+ ts_free_tree(root);
+ return 0;
+
+err:
+ if(root) {
+ ts_free_tree(root);
+ }
+ return -1;
}
int csg_save(const char *fname)
{
- return 0; /* TODO */
+ return -1; /* TODO */
}
void csg_add_object(csg_object *o)
o->ob.metallic = m;
}
+void csg_reset_xform(csg_object *o)
+{
+ mat4_identity(o->ob.xform);
+ mat4_identity(o->ob.inv_xform);
+}
+
+void csg_translate(csg_object *o, float x, float y, float z)
+{
+ mat4_translate(o->ob.xform, x, y, z);
+ mat4_pre_translate(o->ob.inv_xform, -x, -y, -z);
+}
+
+void csg_rotate(csg_object *o, float angle, float x, float y, float z)
+{
+ mat4_rotate(o->ob.xform, angle, x, y, z);
+ mat4_pre_rotate(o->ob.inv_xform, -angle, x, y, z);
+}
+
+void csg_scale(csg_object *o, float x, float y, float z)
+{
+ mat4_scale(o->ob.xform, x, y, z);
+ mat4_pre_scale(o->ob.inv_xform, 1.0f / x, 1.0f / y, 1.0f / z);
+}
+
+void csg_lookat(csg_object *o, float x, float y, float z, float tx, float ty, float tz, float ux, float uy, float uz)
+{
+ mat4_lookat(o->ob.xform, x, y, z, tx, ty, tz, ux, uy, uz);
+ mat4_inv_lookat(o->ob.inv_xform, x, y, z, tx, ty, tz, ux, uy, uz);
+}
void csg_render_pixel(int x, int y, int width, int height, float aspect, float *color)
{
return best->o != 0;
}
+
+static csg_object *load_object(struct ts_node *node)
+{
+ float *avec;
+ struct ts_node *c;
+ csg_object *sub, *o = 0, *olist = 0, *otail = 0;
+ int num_subobj = 0, is_csgop = 0;
+
+ if(strcmp(node->name, "null") == 0) {
+ if(!(o = csg_null(0, 0, 0))) {
+ goto err;
+ }
+
+ } else if(strcmp(node->name, "sphere") == 0) {
+ float rad = ts_get_attr_num(node, "radius", 1.0f);
+ if(!(o = csg_sphere(0, 0, 0, rad))) {
+ goto err;
+ }
+
+ } else if(strcmp(node->name, "plane") == 0) {
+ static float def_norm[] = {0, 1, 0};
+ float *norm = ts_get_attr_vec(node, "normal", def_norm);
+ if(!(o = csg_plane(0, 0, 0, norm[0], norm[1], norm[2]))) {
+ goto err;
+ }
+
+ } else if(strcmp(node->name, "box") == 0) {
+ static float def_sz[] = {1, 1, 1};
+ float *sz = ts_get_attr_vec(node, "size", def_sz);
+ if(!(o = csg_box(0, 0, 0, sz[0], sz[1], sz[2]))) {
+ goto err;
+ }
+
+ } else if(strcmp(node->name, "union") == 0) {
+ if(!(o = csg_union(0, 0))) {
+ goto err;
+ }
+ is_csgop = 1;
+
+ } else if(strcmp(node->name, "intersect") == 0) {
+ if(!(o = csg_intersection(0, 0))) {
+ goto err;
+ }
+ is_csgop = 1;
+
+ } else if(strcmp(node->name, "subtract") == 0) {
+ if(!(o = csg_subtraction(0, 0))) {
+ goto err;
+ }
+ is_csgop = 1;
+
+ } else {
+ goto err;
+ }
+
+ if(is_csgop) {
+ c = node->child_list;
+ while(c) {
+ if((sub = load_object(c))) {
+ if(olist) {
+ otail->ob.next = sub;
+ otail = sub;
+ } else {
+ olist = otail = sub;
+ }
+ ++num_subobj;
+ }
+ c = c->next;
+ }
+
+ if(num_subobj != 2) {
+ goto err;
+ }
+ o->un.a = olist;
+ o->un.b = olist->ob.next;
+ olist->ob.next = 0;
+ }
+
+ if((avec = ts_get_attr_vec(node, "position", 0))) {
+ csg_translate(o, avec[0], avec[1], avec[2]);
+ }
+ if((avec = ts_get_attr_vec(node, "rotaxis", 0))) {
+ csg_rotate(o, ts_get_attr_num(node, "rotangle", 0.0f), avec[0], avec[1], avec[2]);
+ }
+ if((avec = ts_get_attr_vec(node, "scaling", 0))) {
+ csg_scale(o, avec[0], avec[1], avec[2]);
+ }
+ if((avec = ts_get_attr_vec(node, "target", 0))) {
+ /* don't move this before position */
+ float def_up[] = {0, 1, 0};
+ float *up = ts_get_attr_vec(node, "up", def_up);
+ float x = o->ob.xform[12];
+ float y = o->ob.xform[13];
+ float z = o->ob.xform[14];
+ csg_lookat(o, x, y, z, avec[0], avec[1], avec[2], up[0], up[1], up[2]);
+ }
+
+ if((avec = ts_get_attr_vec(node, "color", 0))) {
+ csg_color(o, avec[0], avec[1], avec[2]);
+ }
+ if((avec = ts_get_attr_vec(node, "emission", 0))) {
+ csg_emission(o, avec[0], avec[1], avec[2]);
+ }
+
+ csg_roughness(o, ts_get_attr_num(node, "roughness", o->ob.roughness));
+ csg_opacity(o, ts_get_attr_num(node, "opacity", o->ob.opacity));
+ csg_metallic(o, ts_get_attr_int(node, "metallic", o->ob.metallic));
+
+ return o;
+
+err:
+ csg_free_object(o);
+ while(olist) {
+ o = olist;
+ olist = olist->ob.next;
+ csg_free_object(o);
+ }
+ return 0;
+}