equal
deleted
inserted
replaced
28 // read header |
28 // read header |
29 int vertex_num, face_num; |
29 int vertex_num, face_num; |
30 while (token != "end_header") |
30 while (token != "end_header") |
31 { |
31 { |
32 f >> token; |
32 f >> token; |
33 cout << token << endl; |
|
34 if (token == "element") |
33 if (token == "element") |
35 { |
34 { |
36 f >> token; |
35 f >> token; |
37 if (token == "vertex") |
36 if (token == "vertex") |
38 f >> vertex_num; |
37 f >> vertex_num; |
144 |
143 |
145 /* initialize raytracer and prepare scene */ |
144 /* initialize raytracer and prepare scene */ |
146 render_buffer = (Float *) malloc(w*h*3*sizeof(Float)); |
145 render_buffer = (Float *) malloc(w*h*3*sizeof(Float)); |
147 |
146 |
148 rt.setThreads(2); |
147 rt.setThreads(2); |
149 rt.setMaxDepth(3); |
148 rt.setMaxDepth(0); |
150 |
149 |
151 Octree top; |
150 Octree top; |
152 rt.setTop(&top); |
151 rt.setTop(&top); |
153 |
152 |
154 Light light1(Vector3(-5.0, 2.0, 8.0), Colour(0.9, 0.3, 0.6)); |
153 Light light1(Vector3(-5.0, 2.0, 8.0), Colour(0.9, 0.3, 0.6)); |
158 //Light light2(Vector3(-2.0, 10.0, 2.0), Colour(0.4, 0.6, 0.3)); |
157 //Light light2(Vector3(-2.0, 10.0, 2.0), Colour(0.4, 0.6, 0.3)); |
159 //light2.castShadows(false); |
158 //light2.castShadows(false); |
160 //rt.addlight(&light2); |
159 //rt.addlight(&light2); |
161 |
160 |
162 Material mat(Colour(0.9, 0.9, 0.9)); |
161 Material mat(Colour(0.9, 0.9, 0.9)); |
163 load_ply("../models/bunny/bun_zipper_res4.ply", &mat, 29); |
162 load_ply("../models/bunny/bun_zipper.ply", &mat, 29); |
164 |
163 |
165 rt.setCamera(&cam); |
164 rt.setCamera(&cam); |
166 cam.setEye(Vector3(0,0,10)); |
165 cam.setEye(Vector3(0,0,10)); |
167 |
166 |
168 /* build kd-tree */ |
167 /* build kd-tree */ |
169 top.setMaxDepth(3); |
168 top.setMaxDepth(8); |
170 top.optimize(); |
169 top.optimize(); |
171 |
170 |
172 /* loop... */ |
171 /* loop... */ |
173 SDL_Event event; |
172 SDL_Event event; |
174 bool quit = false; |
173 bool quit = false; |