Implemented proper checker floor scene for aliasing testing
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9580b96868
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1 changed files with 44 additions and 15 deletions
59
ex6.cpp
59
ex6.cpp
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@ -19,37 +19,66 @@
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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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#include "shader/flatshader.h"
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#include "primitive/triangle.h"
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void renderAliasingScene()
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void addSquareInGrid(Scene *scene, int r, int c, float scale = 1.0f, float z = 0.0f)
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{
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// Adds a square in the specified position on a grid to the scene in either white or black
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float x = (float) r * scale;
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float y = (float) c * scale;
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float colorChannel = abs(r + c) % 2;
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//! Assuming background is white, omit white triangles
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if (colorChannel == 1)
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return;
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auto color = std::make_shared<FlatShader>(Color(colorChannel, colorChannel, colorChannel));
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// Add two triangles that form a square to the scene
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auto triangle1 = std::make_shared<Triangle>(Vector3d(x, y, z), Vector3d(x + scale, y, z),
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Vector3d(x, y + scale, z), color);
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auto triangle2 = std::make_shared<Triangle>(Vector3d(x + scale, y, z), Vector3d(x + scale, y + scale, z),
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Vector3d(x, y + scale, z), color);
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scene->add(triangle1);
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scene->add(triangle2);
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}
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void renderAliasingScenes()
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{
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// Checker Scene
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FastScene scene;
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scene.setBackgroundColor(Color(0.5f, 0.5f, 1));
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scene.setBackgroundColor(Color(1, 1, 1)); //! Has to be white for the checker pattern to work, since white squares are omitted
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// Set up the camera
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PerspectiveCamera camera;
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camera.setPosition(Vector3d(0, 0, 0));
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camera.setForwardDirection(normalized(Vector3d(1, 0, 0)));
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camera.setUpDirection(normalized(Vector3d(0.0f, 1.0f, 0.0f)));
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camera.setFovAngle(75.0f);
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camera.setPosition(Vector3d(0, 0, 5));
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camera.setForwardDirection(normalized(Vector3d(1, 0, -0.3f)));
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camera.setUpDirection(normalized(Vector3d(0.0f, 0.0f, 1.0f)));
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camera.setFovAngle(90.0f);
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auto orange = std::make_shared<FlatShader>(Color(1, 0.8f, 0.2f));
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auto sphere = std::make_shared<Sphere>(Vector3d(5, 0, 0), 3, orange);
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// Add a grid of squares to the scene
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for (int r = 0; r < 200; r++)
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{
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for (int c = 0; c < 12 + r; c++)
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{
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addSquareInGrid(&scene, r, c);
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addSquareInGrid(&scene, r, -c);
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}
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}
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scene.add(sphere);
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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, 64, 64).save("aliasing.png");
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renderer.renderImage(scene, camera, 512, 256).save("checker.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, 64, 64).save("aliasing_super.png");
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sr.renderImage(scene, camera, 512, 256).save("checker_super.png");
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#endif
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}
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@ -121,7 +150,7 @@ int main()
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sr.renderImage(scene, camera, 1024, 768).save("result_super.png");
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#endif
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renderAliasingScene();
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renderAliasingScenes();
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return 0;
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}
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