cloudy-raytracer/DOFScene.cpp

123 lines
5.1 KiB
C++

#include <iostream>
#include <string>
#include <shader/refractionshader.h>
#include "camera/perspectivecamera.h"
#include "renderer/simplerenderer.h"
#include "scene/simplescene.h"
#include "primitive/box.h"
#include "primitive/infiniteplane.h"
#include "primitive/objmodel.h"
#include "primitive/sphere.h"
#include "shader/brdfshader.h"
#include "shader/lambertshader.h"
#include "shader/mirrorshader.h"
#include "shader/phongshader.h"
#include "shader/cooktorranceshader.h"
#include "renderer/depthoffieldrenderer.h"
#include "light/ambientlight.h"
#include "light/pointlight.h"
#include "light/spotlight.h"
#include "post_processing/bloom.h"
int main() {
// Let's create a simple scene...
SimpleScene scene;
// Set up the camera
PerspectiveCamera camera;
camera.setFovAngle(90.0f);
camera.setPosition(Vector3d(0.0f, 0.0f, -10.0f));
camera.setForwardDirection(Vector3d(0.0f, 0.0f, 1.0f));
camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
// Add shaders
auto mirror = std::make_shared<MirrorShader>();
auto white = std::make_shared<LambertShader>(Color(0.9f, 0.9f, 0.9f));
auto red = std::make_shared<LambertShader>(Color(1.0f, 0.3f, 0.2f));
auto blue = std::make_shared<LambertShader>(Color(0.2f, 0.3f, 1.0f));
auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
auto gold= std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 1.0f, 0.0f), 1.2f, 0.2f);
auto blueMetallic = std::make_shared<BrdfShader>("../data/blue-metallic-paint.binary", Color(7.0f, 7.0f, 7.0f));
auto darkRed = std::make_shared<BrdfShader>("../data/dark-red-paint.binary", Color(7.0f, 7.0f, 7.0f));
auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
// Set up the walls
// ---------------------------------------------------------------------------
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), mirror));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), mirror));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, +5.0f, 0.0f), Vector3d(0.0f, -1.0f, 0.0f), white));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, +1.0f, 0.0f), white));
scene.add(std::make_shared<InfinitePlane>(Vector3d(+5.0f, 0.0f, 0.0f), Vector3d(-1.0f, 0.0f, 0.0f), blue));
scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
scene.add(std::make_shared<Sphere>(Vector3d(-5.0f, 0.0f, 0.0f), 1.0f, blueMetallic));
scene.add(std::make_shared<Sphere>(Vector3d(-2.0f, 5.0f, 0.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 4.0f, 0.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(3.0f, 4.0f, -2.0f), 1.0f, glass));
scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 3.0f, 4.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(-3.0f, 3.0f, 2.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 1.0f, 0.0f), 1.0f, mirror));
scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -3.0f, 0.0f), 1.0f, darkRed));
scene.add(std::make_shared<Sphere>(Vector3d(5.0f, 0.0f, 0.0f), 1.0f, darkRed));
scene.add(std::make_shared<Sphere>(Vector3d(-5.0f, -3.3f, -4.0f), 1.0f, mirror));
// Add the teapot
auto ship = std::make_shared<ObjModel>(gold);
ship->loadObj("../data/NewObjects/Random/Ship.obj", Vector3d(0.07f, 0.07f, 0.07f), Vector3d(-1.0f, -5.0f, 0.0f));
scene.add(ship);
// Add ambient light
scene.add(std::make_shared<AmbientLight>(0.15f));
scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 4.0f, -4.0f), 7.0f));
scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 2.5f, -4.0f), 7.0f));
// Render the scene
// SimpleRenderer renderer;
// renderer.renderImage(scene, camera, 1024, 1024).save("result.png");
// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
// focalLength = the area which is in focus
DOFRenderer renderer(0.2, 100, 10.0f);
// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
int width = 1920;
Texture image = renderer.renderImage(scene, camera, width, width / 16 * 9);
// Use post-processing Bloom effect
// Bloom bloomEffect = Bloom(image.getImage());
// Texture imageWithBloom = image;
// imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
// save images
image.save("result.png");
CImg<float> CImgOfImage = image.getImage();
CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
cimg_forXYC(CImgOfImage,x,y,c) {
img_8bit(x,y,c) = (unsigned char)std::round(CImgOfImage(x, y, c) * 255);
}
CImgDisplay disp(img_8bit, "My Rendered Image",0, false, false);
while (!disp.is_closed()) {
disp.wait();
disp.display(img_8bit);
if (disp.is_resized()) {
disp.resize();
}
}
// image.save("resultWithBloom");
return 0;
}