145 lines
5.5 KiB
C++
145 lines
5.5 KiB
C++
#include <scene/simplescene.h>
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#include <camera/perspectivecamera.h>
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#include <shader/materialshader.h>
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#include <primitive/sphere.h>
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#include <light/ambientlight.h>
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#include <light/pointlight.h>
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#include <renderer/depthoffieldrenderer.h>
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#include <post_processing/bloom.h>
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#include <primitive/objmodel.h>
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#include <shader/lambertshader.h>
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#include <renderer/simplerenderer.h>
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#include <shader/brdfshader.h>
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#include <thread>
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#include <conio.h>
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#include <shader/cooktorranceshader.h>
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#include <shader/phongshader.h>
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#include <primitive/infiniteplane.h>
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#include <light/spotlight.h>
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#include <shader/cloudshader.h>
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#include <shader/mirrorshader.h>
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#include <shader/refractionshader.h>
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#include <primitive/triangle.h>
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#include <shader/simpleshadowshader.h>
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#include <light/sunlight.h>
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#include "scene/fastscene.h"
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#include "shader/toneshader.h"
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int main() {
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SimpleScene scene;
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scene.setEnvironmentMap(std::make_shared<Texture>("../data/clear_blue_sky.jpg"));
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// scene.setEnvironmentMap(std::make_shared<Texture>("../data/TychoSkymapII.t5_04096x02048.png"));
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scene.setBackgroundColor(Color(0.1, 0.1, 0.1));
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// Light
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auto mainLight = std::make_shared<SunLight>(Vector3d(-6.0f, -0.5f, 2.0f), 2.0f,
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Color(1, 1, 1));//Color(1, 0.79f, 0.62f));
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scene.add(mainLight);
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scene.add(std::make_shared<AmbientLight>(0.1f));
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// Set up the camera
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PerspectiveCamera camera;
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camera.setFovAngle(70.0f);
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camera.setPosition(Vector3d(0.0f, 1.0f, 0.0f));
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camera.setForwardDirection(Vector3d(1.0f, 0.0f, 0.0f));
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// Final camera Position
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// camera.setPosition(Vector3d(0.0f, -4.9f, 0.0f));
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// camera.setForwardDirection(Vector3d(1.0f, 0.2f, 0.0f));
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camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
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// Shader
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auto gold = std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 0.08f, 0.58f), 1.2f, 0.2f);
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auto green = std::make_shared<ToneShader>(mainLight, Color(1, 1, 1), Color(0.1f, 0.6f, 0.1f), Color(0,0,0));
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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);
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auto white = std::make_shared<SimpleShadowShader>(Color(0.9f, 0.9f, 0.9f));
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auto fiona_color = std::make_shared<PhongShader>(Color(0.4f, 1.0f, 0.f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f,
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25.0f);
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auto mirror = std::make_shared<MirrorShader>();
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auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
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// BRDF
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auto gold_metallic_paint2 = std::make_shared<BrdfShader>("../data/BRDF/gold-metallic-paint2.binary",
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Color(2.0f, 5.0f, 7.0f));
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auto alumina_oxide = std::make_shared<BrdfShader>("../data/BRDF/alumina-oxide.binary", Color(7.0f, 0.0f, 5.0f));
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auto chrome_steel = std::make_shared<BrdfShader>("../data/BRDF/chrome-steel.binary", Color(0.0f, 7.0f, 2.0f));
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// Make Objects
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auto house = std::make_shared<ObjModel>(alumina_oxide);
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auto temple = std::make_shared<ObjModel>(gold_metallic_paint2);
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house->loadObj("../data/NewObjects/house/objBuilding.obj", Vector3d(1.0f, 1.0f, 1.0f),
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Vector3d(20.0f, -6.0f, 10.0f));
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temple->loadObj("../data/NewObjects/Random/Temple.obj", Vector3d(0.1f, 0.1f, 0.1f), Vector3d(30.0f, -6.0f, -10.0f));
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// Setup ground and sky
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// Add floor
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scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, 1.0f, 0.0f), white));
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// Add clouds
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auto cloudSettings = CloudSettings();
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cloudSettings.seed = 42;
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cloudSettings.lightAbsorptionTowardsLight = 0.6f;
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cloudSettings.lightAbsorptionThroughCloud = 1.0f;
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cloudSettings.densityOffset = -0.65f;
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auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
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scene.add(std::make_shared<Box>(Vector3d(30.0f, 10.0f, 0.0f), Vector3d(75.0f, 10.0f, 75.0f), cloudShader));
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// Insert Objects
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//scene.add(house);
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//scene.add(temple);
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//scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -2.0f, -5.0f), 0.5f, mirror));
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scene.add(std::make_shared<Sphere>(Vector3d(6.0f, -2.0f, -1.0f), 5.0f, green));
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// Render
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SimpleRenderer rendererTest;
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int width = 512;
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Texture imageSceneToTest = rendererTest.renderImage(scene, camera, width, width / 16 * 9);
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// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
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// focalLength = the area which is in focus
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// DOFRenderer renderer(0.2, 100, 70.0f);
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// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
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// Texture image = renderer.renderImage(scene, camera, 1920, 1080);
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// Use post-processing Bloom effect
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/*
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Bloom bloomEffect = Bloom(image.getImage());
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Texture imageWithBloom = image;
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imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
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*/
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// save images
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imageSceneToTest.save("result1.png");
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// image.save("result.png");
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// image.save("resultWithBloom");
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CImg<float> image = imageSceneToTest.getImage();
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CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
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cimg_forXYC(image, x, y, c) {
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img_8bit(x, y, c) = (unsigned char) std::round(image(x, y, c) * 255);
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}
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CImgDisplay disp(img_8bit, "My Rendered Image", 0, false, false);
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while (!disp.is_closed()) {
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disp.wait();
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disp.display(img_8bit);
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if (disp.is_resized()) {
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disp.resize();
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}
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}
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return 0;
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}
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