00001 /*************************************************************************** 00002 * Copyright (C) 1998-2009 by authors (see AUTHORS.txt ) * 00003 * * 00004 * This file is part of LuxRender. * 00005 * * 00006 * Lux Renderer is free software; you can redistribute it and/or modify * 00007 * it under the terms of the GNU General Public License as published by * 00008 * the Free Software Foundation; either version 3 of the License, or * 00009 * (at your option) any later version. * 00010 * * 00011 * Lux Renderer is distributed in the hope that it will be useful, * 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of * 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 00014 * GNU General Public License for more details. * 00015 * * 00016 * You should have received a copy of the GNU General Public License * 00017 * along with this program. If not, see <http://www.gnu.org/licenses/>. * 00018 * * 00019 * This project is based on PBRT ; see http://www.pbrt.org * 00020 * Lux Renderer website : http://www.luxrender.net * 00021 ***************************************************************************/ 00022 00023 #include "shape.h" 00024 #include "mc.h" 00025 #include "quadrilateral.h" 00026 00027 namespace lux 00028 { 00029 00030 // Quad Declarations 00031 class Quad : public Shape { 00032 public: 00033 // Quad Public Methods 00034 Quad(const Transform &o2w, bool ro, int nq, int nv, 00035 const int *vi, const Point *P); 00036 virtual ~Quad(); 00037 virtual BBox ObjectBound() const; 00038 virtual BBox WorldBound() const; 00039 virtual bool Intersect(const Ray &ray, float *tHit, 00040 DifferentialGeometry *dg) const; 00041 virtual bool IntersectP(const Ray &ray) const; 00042 virtual float Area() const; 00043 virtual Point Sample(float u1, float u2, float u3, Normal *Ns) const { 00044 return quad->Sample(u1, u2, u3, Ns); 00045 } 00046 00047 static Shape* CreateShape(const Transform &o2w, bool reverseOrientation, const ParamSet ¶ms); 00048 private: 00049 // Quad Private Data 00050 QuadMesh *mesh; 00051 Quadrilateral *quad; 00052 }; 00053 00054 }//namespace lux