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#include "raytracer.h"
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#include "octree.h"
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#include "image.h"
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#include "common_sdl.h"
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Camera cam;
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Light light(Vector3(-2.0, 10.0, -2.0), Colour(0.9, 0.9, 0.9));
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Float lx, ly, lz, cf;
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/*class CloudTexture: public Texture
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{
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Vector3 centre;
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public:
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Colour evaluate(Vector3 point)
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{
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Float sum = 0.0;
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for (int i = 1; i < 5; i++)
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sum += fabsf(perlin(point.x*i, point.y*i, point.z*i))/i;
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Float value = sinf(point.x + sum)/2 + 0.5;
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return Colour(value, value*0.5, value*0.5);
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};
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};*/
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void texture2D(Float u, Float v, Float &r, Float &g, Float &b)
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{
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// checkers
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r = fabs((int)(u*4.4)%2 + (int)(v*4.4)%2 - 1);
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g=r; b=r;
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}
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class PlanarMapTexture: public Texture
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{
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Vector3 centre;
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public:
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PlanarMapTexture(Vector3 acentre): centre(acentre) {};
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Colour evaluate(Vector3 point)
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{
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point = point - centre;
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Float u = 1000+point.x;
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Float v = 1000+point.y;
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Float r,g,b;
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texture2D(u,v, r,g,b);
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return Colour(r, g, b);
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};
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};
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class CubicMapTexture: public Texture
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{
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Vector3 centre;
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public:
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CubicMapTexture(Vector3 acentre): centre(acentre) {};
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Colour evaluate(Vector3 point)
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{
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point = point - centre;
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Float u,v;
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if (fabs(point.x) > fabs(point.y))
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{
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if (fabs(point.x) > fabs(point.z))
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{
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u = point.y;
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v = point.z;
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}
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else
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{
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u = point.x;
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v = point.y;
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}
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}
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else
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{
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if (fabs(point.y) > fabs(point.z))
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{
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u = point.x;
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v = point.z;
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}
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else
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{
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u = point.x;
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v = point.y;
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}
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}
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u += 1000;
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v += 1000;
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Float r,g,b;
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texture2D(u,v, r,g,b);
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return Colour(r, g, b);
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};
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};
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class CylinderMapTexture: public Texture
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{
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Vector3 centre;
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public:
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CylinderMapTexture(Vector3 acentre): centre(acentre) {};
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Colour evaluate(Vector3 point)
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{
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point = point - centre;
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Float u,v;
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v = 1000+point.y;
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u = M_PI + atan2(point.z, point.x);
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Float r,g,b;
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texture2D(u,v, r,g,b);
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return Colour(r, g, b);
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};
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};
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class SphereMapTexture: public Texture
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{
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Vector3 centre;
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public:
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SphereMapTexture(Vector3 acentre): centre(acentre) {};
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Colour evaluate(Vector3 point)
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{
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point = point - centre;
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Float u,v;
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v = acos(point.y / point.mag());
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u = M_PI + atan2(point.z, point.x);
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Float r,g,b;
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texture2D(u,v, r,g,b);
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return Colour(r, g, b);
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};
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};
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void update_callback()
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{
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if (lx != 0.0)
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light.pos.x += lx;
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if (ly != 0.0)
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light.pos.y += ly;
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if (lz != 0.0)
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light.pos.z += lz;
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if (cf != 0.0)
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cam.f += cf;
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}
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void key_callback(int key, int down)
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{
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switch (key)
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{
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case SDLK_r:
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lx = -0.1 * down;
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break;
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case SDLK_t:
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lx = +0.1 * down;
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break;
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case SDLK_f:
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ly = -0.1 * down;
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break;
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case SDLK_g:
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ly = +0.1 * down;
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break;
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case SDLK_v:
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lz = -0.1 * down;
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break;
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case SDLK_b:
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lz = +0.1 * down;
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break;
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case SDLK_z:
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cf = -0.02 * down;
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break;
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case SDLK_x:
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cf = +0.02 * down;
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break;
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}
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}
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int main(int argc, char **argv)
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{
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Raytracer rt;
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rt.setOversample(0);
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rt.setSubsample(8);
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Octree top;
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rt.setTop(&top);
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rt.addlight(&light);
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light.castShadows(false);
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Material mat0a(Colour(0.7, 0.7, 0.7));
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mat0a. setReflectivity(0.0);
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Box box(Vector3(-12.0, -1.2, -20.0), Vector3(12.0, -1.0, 0.0), &mat0a);
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rt.addshape(&box);
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Material mat0b(Colour(0.1, 0.7, 0.8));
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mat0b.setReflectivity(0.7);
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Box box2(Vector3(-12.0, -1.2, -10.0), Vector3(12.0, 10.0, -10.2), &mat0b);
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rt.addshape(&box2);
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// spheres
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Material mat1(Colour(1.0, 1.0, 1.0));
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mat1.texture = new PlanarMapTexture(Vector3(4.0, 2.0, -7.0));
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Sphere sphere1(Vector3(4.0, 2.0, -7.0), 1.0, &mat1);
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rt.addshape(&sphere1);
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Material mat2(Colour(1.0, 1.0, 1.0));
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mat2.texture = new CubicMapTexture(Vector3(1.0, 2.0, -7.0));
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Sphere sphere2(Vector3(1.0, 2.0, -7.0), 1.0, &mat2);
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rt.addshape(&sphere2);
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Material mat3(Colour(1.0, 1.0, 1.0));
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mat3.texture = new CylinderMapTexture(Vector3(-2.0, 2.0, -7.0));
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Sphere sphere3(Vector3(-2.0, 2.0, -7.0), 1.0, &mat3);
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rt.addshape(&sphere3);
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Material mat4(Colour(1.0, 1.0, 1.0));
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mat4.texture = new SphereMapTexture(Vector3(-5.0, 2.0, -7.0));
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Sphere sphere4(Vector3(-5.0, 2.0, -7.0), 1.0, &mat4);
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rt.addshape(&sphere4);
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// cubes
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Material mat5(Colour(1.0, 1.0, 1.0));
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mat5.texture = new PlanarMapTexture(Vector3(4.0, 0.0, -7.0));
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Box cube1(Vector3(4.0, 0.0, -7.0)-1.0, Vector3(4.0, 0.0, -7.0)+1.0, &mat5);
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rt.addshape(&cube1);
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Material mat6(Colour(1.0, 1.0, 1.0));
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mat6.texture = new CubicMapTexture(Vector3(1.0, 0.0, -7.0));
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Box cube2(Vector3(1.0, 0.0, -7.0)-1.0, Vector3(1.0, 0.0, -7.0)+1.0, &mat6);
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rt.addshape(&cube2);
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Material mat7(Colour(1.0, 1.0, 1.0));
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mat7.texture = new CylinderMapTexture(Vector3(-2.0, 0.0, -7.0));
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Box cube3(Vector3(-2.0, 0.0, -7.0)-1.0, Vector3(-2.0, 0.0, -7.0)+1.0, &mat7);
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rt.addshape(&cube3);
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Material mat8(Colour(1.0, 1.0, 1.0));
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mat8.texture = new SphereMapTexture(Vector3(-5.0, 0.0, -7.0));
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Box cube4(Vector3(-5.0, 0.0, -7.0)-1.0, Vector3(-5.0, 0.0, -7.0)+1.0, &mat8);
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rt.addshape(&cube4);
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mat1.setReflectivity(0);
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mat2.setReflectivity(0);
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mat3.setReflectivity(0);
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mat4.setReflectivity(0);
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mat5.setReflectivity(0);
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mat6.setReflectivity(0);
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mat7.setReflectivity(0);
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mat8.setReflectivity(0);
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top.optimize();
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cam.setEye(Vector3(-0.530505, 11.0964, 11.2208));
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cam.p = Vector3(-4.18144e-08, -0.461779, -0.886995);
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cam.u = Vector3(-1, 0, 6.3393e-11);
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cam.v = Vector3(3.19387e-08, 0.886995, -0.461779);
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rt.setCamera(&cam);
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w = 1024;
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h = 600;
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/* run interactive mode */
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loop_sdl(rt, cam, update_callback, key_callback);
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/* render image */
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if (argc == 2 && !strcmp(argv[1], "-r"))
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{
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pyrit_verbosity = 2;
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Float *fdata = (Float *) malloc(w*h*3*sizeof(Float));
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rt.setOversample(2);
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rt.setSubsample(1);
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rt.render(w, h, fdata);
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struct image *img;
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new_image(&img, w, h, 3);
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Float *fd = fdata;
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for (char *cd = img->data; cd != img->data + w*h*3; cd++, fd++) {
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if (*fd > 1.0)
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*cd = 255;
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else
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*cd = (unsigned char)(*fd * 255.0);
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}
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free(fdata);
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save_png("textures.png", img);
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destroy_image(&img);
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}
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}
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