added task 06
This commit is contained in:
parent
04aabb67a5
commit
00c81b1e4b
5 changed files with 173 additions and 1 deletions
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@ -61,6 +61,12 @@ target_link_libraries(tracey_ex4 tracey)
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add_executable(tracey_ex5 ex5.cpp)
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add_executable(tracey_ex5 ex5.cpp)
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target_link_libraries(tracey_ex5 tracey)
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target_link_libraries(tracey_ex5 tracey)
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add_executable(tracey_ex6 ex6.cpp)
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target_link_libraries(tracey_ex6 tracey)
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if("${CMAKE_CURRENT_LIST_DIR}/renderer/superrenderer.cpp" IN_LIST renderer_src)
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add_definitions(-DSUPERRENDERER_FOUND)
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endif()
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@ -55,7 +55,7 @@ Color Texture::color(float u, float v, bool interpolate) const {
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if (!interpolate) {
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if (!interpolate) {
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color = this->getPixelAt(int(roundf(u * this->width())), int(roundf(v * this->height())));
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color = this->getPixelAt(int(roundf(u * this->width())), int(roundf(v * this->height())));
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} else {
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} else {
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// We will use bilinear filtering in the future, but for now we do a simple color look-up
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// IMPLEMENT bilinear interpolation
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color = this->getPixelAt(int(roundf(u * this->width())), int(roundf(v * this->height())));
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color = this->getPixelAt(int(roundf(u * this->width())), int(roundf(v * this->height())));
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}
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}
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return color;
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return color;
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89
ex6.cpp
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89
ex6.cpp
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@ -0,0 +1,89 @@
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#include <iostream>
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#include <string>
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#include "camera/perspectivecamera.h"
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#include "scene/fastscene.h"
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#include "primitive/sphere.h"
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#include "renderer/simplerenderer.h"
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#ifdef SUPERRENDERER_FOUND
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#include "renderer/superrenderer.h"
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#endif
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#include "shader/materialshader.h"
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#include "light/ambientlight.h"
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#include "light/pointlight.h"
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#include "light/spotlight.h"
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int main() {
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FastScene scene;
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scene.setEnvironmentMap(std::make_shared<Texture>("data/TychoSkymapII.t5_04096x02048.png"));
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// Set up the camera
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PerspectiveCamera camera;
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camera.setPosition(Vector3d(0.0f, -0.2f, 0.0f));
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camera.setForwardDirection(normalized(Vector3d(-1.0f, -0.15f, 0.6f)));
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camera.setUpDirection(normalized(Vector3d(0.0f, -1.0f, 0.0f)));
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camera.setFovAngle(90.0f);
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// Add the earth
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auto earthDiffuse = std::make_shared<Texture>("data/earth_diffuse.ppm");
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auto earthSpecular = std::make_shared<Texture>("data/earth_specular.ppm");
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auto earthNormal = std::make_shared<Texture>("data/earth_normal.ppm");
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auto earthClouds = std::make_shared<Texture>("data/earth_clouds.ppm");
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auto earthCloudShader = std::make_shared<MaterialShader>();
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earthCloudShader->setDiffuseMap(earthClouds);
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earthCloudShader->setAlphaMap(earthClouds);
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earthCloudShader->setDiffuseCoefficient(0.9f);
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earthCloudShader->setSpecularCoefficient(0.1f);
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auto earthShader = std::make_shared<MaterialShader>();
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earthShader->setDiffuseMap(earthDiffuse);
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earthShader->setDiffuseCoefficient(0.5f);
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earthShader->setSpecularMap(earthSpecular);
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earthShader->setSpecularCoefficient(0.5f);
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earthShader->setShininessExponent(15.0f);
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earthShader->setNormalMap(earthNormal);
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scene.add(std::make_shared<Sphere>(Vector3d(-50.0f, 0.0f, 60.0f), 20.0f, earthShader));
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scene.add(std::make_shared<Sphere>(Vector3d(-50.0f, 0.0f, 60.0f), 20.05f, earthCloudShader));
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// Add the spaceship
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auto spaceshipDiffuse = std::make_shared<Texture>("data/space_frigate_6_diffuse.ppm");
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auto spaceshipSpecular = std::make_shared<Texture>("data/space_frigate_6_specular.ppm");
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auto spaceshipNormal = std::make_shared<Texture>("data/space_frigate_6_normal.ppm");
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auto spaceshipReflection = std::make_shared<Texture>("data/space_frigate_6_specular.ppm");
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auto spaceshipShader = std::make_shared<MaterialShader>();
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spaceshipShader->setDiffuseMap(spaceshipDiffuse);
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spaceshipShader->setDiffuseCoefficient(0.75f);
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spaceshipShader->setSpecularMap(spaceshipSpecular);
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spaceshipShader->setNormalMap(spaceshipNormal);
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spaceshipShader->setNormalCoefficient(0.8f);
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spaceshipShader->setSpecularCoefficient(0.25f);
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spaceshipShader->setShininessExponent(30.0f);
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spaceshipShader->setReflectionMap(spaceshipReflection);
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spaceshipShader->setReflectance(0.75f);
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scene.addObj("data/space_frigate_6.obj", Vector3d(-1.0f, 1.0f, 1.0f) / 20.0f, Vector3d(-1.3f, -0.3f, 0.7f),
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spaceshipShader);
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// Add lights
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scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 0.0f, 30.0f), 1000.0f));
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scene.add(std::make_shared<AmbientLight>(0.3f));
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// build the tree
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scene.buildTree();
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// Render the scene
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SimpleRenderer renderer;
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renderer.renderImage(scene, camera, 1024, 768).save("result.png");
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#ifdef SUPERRENDERER_FOUND
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SuperRenderer sr;
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sr.setSuperSamplingFactor(4);
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sr.renderImage(scene, camera, 1024, 768).save("result_super.png");
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#endif
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return 0;
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}
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28
shader/materialshader.cpp
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28
shader/materialshader.cpp
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#include "light/light.h"
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#include "scene/scene.h"
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#include "shader/materialshader.h"
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#include <cmath>
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Vector3d tangentToWorldSpace(const Vector3d &surfaceNormal, const Vector3d &surfaceTangent, const Vector3d &surfaceBitangent, const Vector3d &textureNormal) {
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return textureNormal.x * surfaceTangent + textureNormal.y * surfaceBitangent + textureNormal.z * surfaceNormal;
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}
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MaterialShader::MaterialShader() : opacity(1.0f), normalCoefficient(1.0f), diffuseCoefficient(0.5f), reflectance(0.0f), specularCoefficient(0.5f), shininessExponent(8) {}
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Color MaterialShader::shade(Scene const &scene, Ray const &ray) const {
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Color fragmentColor;
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// IMPLEMENT ME
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// (Normal Map) Calculate the new normal vector
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// (Diffuse-/Specular Map) Accumulate the light over all light sources
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// (Reflection Map) Calculate the reflectance, create a reflection ray
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// (Alpha Map) Calculate the opacity, create a background ray
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return fragmentColor;
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}
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bool MaterialShader::isTransparent() const { return this->opacity < 1.0f || this->alphaMap; }
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49
shader/materialshader.h
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49
shader/materialshader.h
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#ifndef MATERIALSHADER_H
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#define MATERIALSHADER_H
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#include "common/texture.h"
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#include "shader/shader.h"
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#include <memory>
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class MaterialShader : public Shader {
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public:
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// Constructor
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MaterialShader();
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// Set
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void setAlphaMap(std::shared_ptr<Texture> const &alphaMap) { this->alphaMap = alphaMap; }
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void setOpacity(float opacity) { this->opacity = opacity; }
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void setNormalMap(std::shared_ptr<Texture> const &normalMap) { this->normalMap = normalMap; }
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void setNormalCoefficient(float normalCoefficient) { this->normalCoefficient = normalCoefficient; }
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void setDiffuseMap(std::shared_ptr<Texture> const &diffuseMap) { this->diffuseMap = diffuseMap; }
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void setDiffuseCoefficient(float diffuseCoefficient) { this->diffuseCoefficient = diffuseCoefficient; }
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void setSpecularMap(std::shared_ptr<Texture> const &specularMap) { this->specularMap = specularMap; }
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void setSpecularCoefficient(float specularCoefficient) { this->specularCoefficient = specularCoefficient; }
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void setShininessExponent(float shininessExponent) { this->shininessExponent = shininessExponent; }
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void setReflectionMap(std::shared_ptr<Texture> const &reflectionMap) { this->reflectionMap = reflectionMap; }
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void setReflectance(float reflectance) { this->reflectance = reflectance; }
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// Shader functions
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Color shade(Scene const &scene, Ray const &ray) const override;
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bool isTransparent() const override;
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private:
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std::shared_ptr<Texture> alphaMap;
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float opacity;
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std::shared_ptr<Texture> normalMap;
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float normalCoefficient;
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std::shared_ptr<Texture> diffuseMap;
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float diffuseCoefficient;
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std::shared_ptr<Texture> reflectionMap;
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float reflectance;
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std::shared_ptr<Texture> specularMap;
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float specularCoefficient;
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float shininessExponent;
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};
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#endif
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