material and texture classes moved to material.(cc,h)
2D texture mappings from textures.cc polished and moved to material.h
add ColourMap class and subclasses to make textures more flexible
two example textures: CheckersTexture and CloudTexture (using Perlin noise)
+ − #include "raytracer.h"
+ − #include "octree.h"
+ −
+ − #include "image.h"
+ − #include "common_sdl.h"
+ −
+ − Camera cam(Vector3(0.,6.,6.), Vector3(0.,2.,-7.), Vector3(0.,0.,-1.));
+ − Light light(Vector3(-2.0, 10.0, -2.0), Colour(0.9, 0.9, 0.9));
+ −
+ − Float lx, ly, lz, cf;
+ −
+ − void update_callback()
+ − {
+ − if (lx != 0.0)
+ − light.pos.x += lx;
+ − if (ly != 0.0)
+ − light.pos.y += ly;
+ − if (lz != 0.0)
+ − light.pos.z += lz;
+ − if (cf != 0.0)
+ − cam.F += cf;
+ − }
+ −
+ − void key_callback(int key, int down)
+ − {
+ − switch (key)
+ − {
+ − case SDLK_r:
+ − lx = -0.1 * down;
+ − break;
+ − case SDLK_t:
+ − lx = +0.1 * down;
+ − break;
+ − case SDLK_f:
+ − ly = -0.1 * down;
+ − break;
+ − case SDLK_g:
+ − ly = +0.1 * down;
+ − break;
+ − case SDLK_v:
+ − lz = -0.1 * down;
+ − break;
+ − case SDLK_b:
+ − lz = +0.1 * down;
+ − break;
+ −
+ − case SDLK_z:
+ − cf = -0.02 * down;
+ − break;
+ − case SDLK_x:
+ − cf = +0.02 * down;
+ − break;
+ − }
+ − }
+ −
+ − int main(int argc, char **argv)
+ − {
+ − Raytracer rt;
+ −
+ − Octree top;
+ − rt.setCamera(&cam);
+ − rt.setTop(&top);
+ −
+ − rt.addLight(&light);
+ − light.castShadows(false);
+ −
+ − Material mat0a(Colour(0.7, 0.7, 0.7));
+ − mat0a.setReflectivity(0.0);
+ − Box box(Vector3(-12.0, -1.2, -20.0), Vector3(12.0, -1.0, 0.0), &mat0a);
+ − rt.addShape(&box);
+ −
+ − Material mat0b(Colour(0.1, 0.7, 0.8));
+ − mat0b.setReflectivity(0.7);
+ − Box box2(Vector3(-12.0, -1.2, -10.0), Vector3(12.0, 10.0, -10.2), &mat0b);
+ − rt.addShape(&box2);
+ −
+ − Float bounds[] = {0.3, 0.6, 1.1};
+ − Colour colours[] = {Colour(0,0,0), Colour(1,1,1), Colour(0,0,0)};
+ − BoundColourMap cmap(bounds, colours);
+ −
+ − // spheres
+ − Material mat1(Colour(1.0, 1.0, 1.0));
+ − mat1.texture = new CheckersTexture(new PlanarMap(Vector3(-4.5, 2.0, -7.0), 0.48), &cmap);
+ − Sphere sphere1(Vector3(-4.5, 2.0, -7.0), 1.0, &mat1);
+ − rt.addShape(&sphere1);
+ −
+ − Material mat2(Colour(1.0, 1.0, 1.0));
+ − mat2.texture = new CheckersTexture(new CubicMap(Vector3(-1.5, 2.0, -7.0), 0.48), &cmap);
+ − Sphere sphere2(Vector3(-1.5, 2.0, -7.0), 1.0, &mat2);
+ − rt.addShape(&sphere2);
+ −
+ − Material mat3(Colour(1.0, 1.0, 1.0));
+ − mat3.texture = new CheckersTexture(new CylinderMap(Vector3(1.5, 2.0, -7.0), 0.48), &cmap);
+ − Sphere sphere3(Vector3(1.5, 2.0, -7.0), 1.0, &mat3);
+ − rt.addShape(&sphere3);
+ −
+ − Material mat4(Colour(1.0, 1.0, 1.0));
+ − mat4.texture = new CheckersTexture(new SphereMap(Vector3(4.5, 2.0, -7.0), 0.48), &cmap);
+ − Sphere sphere4(Vector3(4.5, 2.0, -7.0), 1.0, &mat4);
+ − rt.addShape(&sphere4);
+ −
+ − // cubes
+ − Material mat5(Colour(1.0, 1.0, 1.0));
+ − mat5.texture = new CheckersTexture(new PlanarMap(Vector3(-4.5, 0.0, -7.0), 0.48), &cmap);
+ − Box cube1(Vector3(-4.5, 0.0, -7.0)-1.0, Vector3(-4.5, 0.0, -7.0)+1.0, &mat5);
+ − rt.addShape(&cube1);
+ −
+ − Material mat6(Colour(1.0, 1.0, 1.0));
+ − mat6.texture = new CheckersTexture(new CubicMap(Vector3(-1.5, 0.0, -7.0), 0.48), &cmap);
+ − Box cube2(Vector3(-1.5, 0.0, -7.0)-1.0, Vector3(-1.5, 0.0, -7.0)+1.0, &mat6);
+ − rt.addShape(&cube2);
+ −
+ − Material mat7(Colour(1.0, 1.0, 1.0));
+ − mat7.texture = new CheckersTexture(new CylinderMap(Vector3(1.5, 0.0, -7.0), 0.48), &cmap);
+ − Box cube3(Vector3(1.5, 0.0, -7.0)-1.0, Vector3(1.5, 0.0, -7.0)+1.0, &mat7);
+ − rt.addShape(&cube3);
+ −
+ − Material mat8(Colour(1.0, 1.0, 1.0));
+ − mat8.texture = new CheckersTexture(new SphereMap(Vector3(4.5, 0.0, -7.0), 0.48), &cmap);
+ − Box cube4(Vector3(4.5, 0.0, -7.0)-1.0, Vector3(4.5, 0.0, -7.0)+1.0, &mat8);
+ − rt.addShape(&cube4);
+ −
+ − mat1.setReflectivity(0);
+ − mat2.setReflectivity(0);
+ − mat3.setReflectivity(0);
+ − mat4.setReflectivity(0);
+ − mat5.setReflectivity(0);
+ − mat6.setReflectivity(0);
+ − mat7.setReflectivity(0);
+ − mat8.setReflectivity(0);
+ −
+ − top.optimize();
+ −
+ − w = 1024;
+ − h = 600;
+ −
+ − /* run interactive mode */
+ − loop_sdl(rt, cam, update_callback, key_callback);
+ −
+ − /* render image */
+ − if (argc == 2 && !strcmp(argv[1], "-r"))
+ − {
+ − pyrit_verbosity = 2;
+ − Float *fdata = (Float *) malloc(w*h*3*sizeof(Float));
+ − rt.ambientOcclusion(300, 5.0, 0.5);
+ − DefaultSampler sampler(fdata, w, h);
+ − sampler.setOversample(2);
+ − sampler.setSubsample(1);
+ − rt.setSampler(&sampler);
+ − rt.render();
+ −
+ − struct image *img;
+ − new_image(&img, w, h, 3);
+ −
+ − Float *fd = fdata;
+ − for (unsigned char *cd = img->data; cd != img->data + w*h*3; cd++, fd++) {
+ − if (*fd > 1.0)
+ − *cd = 255;
+ − else
+ − *cd = (unsigned char)(*fd * 255.0);
+ − }
+ − free(fdata);
+ − save_png("textures.png", img);
+ − destroy_image(&img);
+ − }
+ − }