156 lines
5.4 KiB
C++
156 lines
5.4 KiB
C++
#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 "shader/flatshader.h"
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#include "primitive/triangle.h"
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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(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, 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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// 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.buildTree();
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// Render the scene
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SimpleRenderer renderer;
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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, 512, 256).save("checker_super.png");
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#endif
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}
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int main()
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{
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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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renderAliasingScenes();
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return 0;
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}
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