prepare structures for packet tracing
(it's already slightly faster, even without any explicit parallelization)
supply missing virtual destructors
#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(Float*)
{
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);
}
}