added ex03 solution
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8453d265e0
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a1f7c25ecd
7 changed files with 319 additions and 1 deletions
5
light/ambientlight.cpp
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5
light/ambientlight.cpp
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#include "light/ambientlight.h"
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Light::Illumination AmbientLight::illuminate(Scene const &scene, Ray const &ray) const {
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return {this->color * this->intensity, -ray.normal};
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}
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16
light/ambientlight.h
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16
light/ambientlight.h
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#ifndef AMBIENTLIGHT_H
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#define AMBIENTLIGHT_H
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#include "light/light.h"
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class AmbientLight : public Light {
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public:
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// Constructor
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AmbientLight(float intensity, Color color = Color(1, 1, 1)) : Light(intensity, color) {}
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// Light functions
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Illumination illuminate(Scene const &scene, Ray const &ray) const override;
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};
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#endif
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38
light/spotlight.cpp
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38
light/spotlight.cpp
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#include "light/spotlight.h"
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#include "scene/scene.h"
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SpotLight::SpotLight(Vector3d const &position, Vector3d const &direction, float alphaMin, float alphaMax, float intensity, Color const &color)
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: Light(intensity, color), position(position), direction(normalized(direction)), alphaMin(alphaMin), alphaMax(alphaMax) {}
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Light::Illumination SpotLight::illuminate(Scene const &scene, Ray const &ray) const {
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Vector3d const target = ray.origin + (ray.length - LGT_EPS) * ray.direction;
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// Illumination object
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Illumination illum;
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illum.direction = normalized(target - this->position);
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// Precompute the distance from the light source
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float const distance = length(target - this->position);
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// Define a secondary ray from the surface point to the light source
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Ray lightRay;
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lightRay.origin = target;
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lightRay.direction = -illum.direction;
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lightRay.length = distance - LGT_EPS;
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// Determine the angle of the inner cone
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float const alpha = std::fabs(std::acos(dotProduct(illum.direction, this->direction)) * 180.0f / float(PI));
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// If the target is within the cone...
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if (this->alphaMax > alpha) {
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// ... and not in shadow ...
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if (!scene.findOcclusion(lightRay)) {
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// ... compute the attenuation and light color ...
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illum.color = 1.0f / (distance * distance) * this->color * this->intensity;
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// ... then compute the falloff towards the edge of the cone
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if (this->alphaMin < alpha)
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illum.color *= 1.0f - (alpha - this->alphaMin) / (this->alphaMax - this->alphaMin);
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}
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}
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return illum;
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}
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27
light/spotlight.h
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27
light/spotlight.h
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#ifndef SPOTLIGHT_H
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#define SPOTLIGHT_H
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#include "light/light.h"
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class SpotLight : public Light {
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public:
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// Constructor
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SpotLight(Vector3d const &position, Vector3d const &direction, float alphaMin, float alphaMax, float intensity,
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Color const &color = Color(1, 1, 1));
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// Set
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void setDirection(Vector3d const &direction) { this->direction = normalized(direction); }
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void setPosition(Vector3d const &position) { this->position = position; }
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void setAlphaMax(float alphaMax) { this->alphaMax = alphaMax; }
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void setAlphaMin(float alphaMin) { this->alphaMin = alphaMin; }
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// Light functions
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Illumination illuminate(Scene const &scene, Ray const &ray) const override;
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protected:
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Vector3d position, direction;
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float alphaMin, alphaMax;
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};
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#endif
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43
primitive/objmodel.cpp
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43
primitive/objmodel.cpp
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#include "primitive/objmodel.h"
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#include "primitive/box.h"
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#include "primitive/triangle.h"
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#include "scene/scene.h"
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ObjModel::ObjModel(std::shared_ptr<Shader> const &shader) : Primitive(shader), boundingBox(Vector3d(-INFINITY, -INFINITY, -INFINITY), Vector3d(INFINITY, INFINITY, INFINITY), shader) {}
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void ObjModel::loadObj(char const *fileName, Vector3d const &scale, Vector3d const &translation) {
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// Load faces
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this->primitives = Scene::loadObj(fileName, scale, translation, shader());
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// Extent of box
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Vector3d minVert(INFINITY, INFINITY, INFINITY);
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Vector3d maxVert(-INFINITY, -INFINITY, -INFINITY);
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// For each face, update the extent
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for (const auto &primitive : this->primitives) {
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minVert = Vector3d(std::min(minVert.x, primitive->minimumBounds(0)), std::min(minVert.y, primitive->minimumBounds(1)), std::min(minVert.z, primitive->minimumBounds(2)));
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maxVert = Vector3d(std::max(maxVert.x, primitive->maximumBounds(0)), std::max(maxVert.y, primitive->maximumBounds(1)), std::max(maxVert.z, primitive->maximumBounds(2)));
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}
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// Update the bounding box
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boundingBox.setCenter(0.5f * (maxVert + minVert));
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boundingBox.setSize(maxVert - minVert + Vector3d(SPLT_EPS, SPLT_EPS, SPLT_EPS));
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}
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bool ObjModel::intersect(Ray &ray) const {
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// Ray box intersection
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Ray boxRay = ray;
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if (boundingBox.intersect(boxRay)) {
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// ray primitive intersection
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bool hit = false;
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for (const auto &p : this->primitives) {
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hit |= p->intersect(ray);
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}
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return hit;
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}
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return false;
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}
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float ObjModel::minimumBounds(int dimension) const { return this->boundingBox.minimumBounds(dimension); }
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float ObjModel::maximumBounds(int dimension) const { return this->boundingBox.maximumBounds(dimension); }
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29
primitive/objmodel.h
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29
primitive/objmodel.h
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#ifndef OBJMODEL_H
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#define OBJMODEL_H
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#include "primitive/box.h"
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#include <vector>
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class ObjModel : public Primitive {
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public:
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// Constructor
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ObjModel(std::shared_ptr<Shader> const &shader);
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~ObjModel() override{};
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// Load object data
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void loadObj(char const *fileName, Vector3d const &scale = Vector3d(1, 1, 1),
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Vector3d const &translation = Vector3d(0, 0, 0));
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// Primitive functions
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bool intersect(Ray &ray) const override;
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// Bounding box
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float minimumBounds(int dimension) const override;
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float maximumBounds(int dimension) const override;
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protected:
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Box boundingBox;
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std::vector<std::shared_ptr<Primitive>> primitives;
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};
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#endif
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162
scene/scene.cpp
162
scene/scene.cpp
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std::vector<std::shared_ptr<Primitive>> faces;
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std::vector<std::shared_ptr<Primitive>> faces;
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std::vector<std::array<int, 3>> indices;
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std::vector<std::array<int, 3>> indices;
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// IMPLEMENT ME
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// Open file from disk
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std::ifstream file;
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file.open(fileName);
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if (!file.is_open()) {
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std::cout << "(Scene): Could not open .obj file: " << fileName << std::endl;
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return std::vector<std::shared_ptr<Primitive>>();
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}
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// Print the file name
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std::cout << "(Scene): Loading \"" << fileName << "\"" << std::endl;
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// Actual model data
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std::vector<Vector3d> vData;
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std::vector<Vector3d> tangentData;
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std::vector<Vector3d> bitangentData;
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std::vector<Vector3d> normalData;
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std::vector<Vector3d> vnData;
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std::vector<Vector2d> vtData;
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// Read vertices, normals, textures, and faces from the file
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std::string line;
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while (getline(file, line)) {
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std::stringstream lineStream(trim(line));
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std::string type;
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lineStream >> type;
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// Vertices
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if (type == "v") {
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float x, y, z;
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lineStream >> x >> y >> z;
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vData.emplace_back(componentProduct(Vector3d(x, y, z), scale) + translation);
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tangentData.emplace_back();
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bitangentData.emplace_back();
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normalData.emplace_back();
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}
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// Texture coordinates
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if (type == "vt") {
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float u, v;
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lineStream >> u >> v;
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vtData.emplace_back(flipU ? 1.0f - u : u, flipV ? 1.0f - v : v);
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}
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// Normals
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if (type == "vn") {
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float a, b, c;
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lineStream >> a >> b >> c;
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vnData.emplace_back(normalized(componentQuotient(
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Vector3d(a, b, c),
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scale))); // Division needed for preventing stretched normals, normals' = (transform^-1)^T * normals
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}
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// Faces
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if (type == "f") {
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std::string vertex[3];
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std::array<int, 3> vertInd = {-1, -1, -1};
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std::array<int, 3> texInd = {-1, -1, -1};
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std::array<int, 3> normInd = {-1, -1, -1};
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lineStream >> vertex[0] >> vertex[1] >> vertex[2];
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// triangulate polygons, like quads (which must be given in triangle fan notation)
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while (!vertex[2].empty()) {
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auto triangle = std::make_shared<Triangle>(shader);
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for (int i = 0; i < 3; ++i) {
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std::stringstream vertexSteam(vertex[i]);
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std::string reference;
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// vertex index
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getline(vertexSteam, reference, '/');
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try {
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vertInd[i] = stoi(reference) - 1;
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triangle->setVertex(i, vData.at(vertInd[i]));
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} catch (...) {
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std::cout << "Error: vertex index invalid on line \"" << line << "\"" << std::endl;
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}
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// texture index
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if (getline(vertexSteam, reference, '/')) {
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if (!reference.empty()) {
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try {
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texInd[i] = stoi(reference) - 1;
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triangle->setSurface(i, vtData.at(texInd[i]));
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} catch (...) {
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std::cout << "Error: texture coordinate index invalid on line \"" << line << "\"" << std::endl;
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}
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}
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// normal index
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if (getline(vertexSteam, reference, '/')) {
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try {
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normInd[i] = stoi(reference) - 1;
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triangle->setNormal(i, vnData.at(normInd[i]));
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} catch (...) {
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std::cout << "Error: normal index invalid on line \"" << line << "\"" << std::endl;
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}
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}
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}
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}
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// calculate and accumulate tangent and bitangent vectors
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if (std::all_of(vertInd.begin(), vertInd.end(), [](int i) { return i > -1; }) &&
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std::all_of(texInd.begin(), texInd.end(), [](int i) { return i > -1; })) {
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for (int i = 0; i < 3; i++) {
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const Vector3d deltaPos1 = vData.at(vertInd[(i + 1) % 3]) - vData.at(vertInd[i]);
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const Vector3d deltaPos2 = vData.at(vertInd[(i + 2) % 3]) - vData.at(vertInd[i]);
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const Vector2d deltaUV1 = vtData.at(texInd[(i + 1) % 3]) - vtData.at(texInd[i]);
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const Vector2d deltaUV2 = vtData.at(texInd[(i + 2) % 3]) - vtData.at(texInd[i]);
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const float r = 1.0f / (deltaUV1.u * deltaUV2.v - deltaUV1.v * deltaUV2.u);
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tangentData[vertInd[i]] += (deltaPos1 * deltaUV2.v - deltaPos2 * deltaUV1.v) * r;
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bitangentData[vertInd[i]] += (deltaPos2 * deltaUV1.u - deltaPos1 * deltaUV2.u) * r;
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normalData[vertInd[i]] += crossProduct(tangentData[vertInd[i]], bitangentData[vertInd[i]]);
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}
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}
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faces.push_back(triangle);
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indices.push_back(vertInd);
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// get the next triangle
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if (lineStream.eof())
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break;
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vertex[1] = vertex[2];
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lineStream >> vertex[2];
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}
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}
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}
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// Close the file
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file.close();
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// set the normalized tangents and bitangents
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for (int i = 0; i < faces.size(); i++) {
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for (int j = 0; j < 3; j++) {
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Vector3d tangent = normalized(tangentData[indices[i][j]]);
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const Vector3d bitangent = normalized(bitangentData[indices[i][j]]);
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// try to use the normal from the obj file, if it doesn't exist, use the computed normal
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Vector3d normal = normalized(normalData[indices[i][j]]);
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if (vnData.size() > 0)
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normal = dynamic_cast<Triangle *>(faces[i].get())->getNormal(j);
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// gram-schmidt orthogonalization
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tangent = normalized(tangent - normal * dotProduct(normal, tangent));
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// check handedness of coordinate system
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if (dotProduct(crossProduct(normal, tangent), bitangent) < 0.0f)
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tangent *= -1.0f;
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dynamic_cast<Triangle *>(faces[i].get())->setTangent(j, tangent);
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dynamic_cast<Triangle *>(faces[i].get())->setBitangent(j, bitangent);
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dynamic_cast<Triangle *>(faces[i].get())->setNormal(j, normal);
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}
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}
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// Debug output
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std::cout << " -> " << vData.size() << " vertices parsed" << std::endl;
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std::cout << " -> " << vnData.size() << " normals parsed" << std::endl;
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std::cout << " -> " << vtData.size() << " uv-positions parsed" << std::endl;
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std::cout << " -> " << faces.size() << " primitives parsed" << std::endl;
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return faces;
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return faces;
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}
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}
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