#include <string>
#include "Vec3f.hxx"
-//#include "Sphere.hxx"
-//#include "Triangle.hxx"
-//#include "InfinitePlane.hxx"
+#include "Sphere.hxx"
+#include "Triangle.hxx"
+#include "InfinitePlane.hxx"
#include "Image.hxx"
#include "PerspectiveCamera.hxx"
+#include "FlatShader.hxx"
+#include "EyeLightShader.hxx"
+#include "ReflectiveEyeLightShader.hxx"
+#include "Scene.hxx"
-void RenderFrame(Camera &camera,
- const std::string& fileName)
+void RenderFrameFlat(const std::string& fileName)
{
+ /* Scene definition */
+
+ Scene scene;
+
+ /* Flat shaders */
+ FlatShader shd1(&scene, Vec3f(1,0,0)); // red surface
+ FlatShader shd2(&scene, Vec3f(0,1,0)); // green surface
+ FlatShader shd3(&scene, Vec3f(0,0,1)); // blue surface
+ FlatShader shd4(&scene, Vec3f(1,1,0)); // yellow surface
+ FlatShader shd5(&scene, Vec3f(0,1,1)); // cyan surface
+ FlatShader shd6(&scene, Vec3f(1,1,1)); // white surface
+
/* scene objects */
+ Sphere s1(Vec3f(-2,1.7,0), 2, &shd1);
+ Sphere s2(Vec3f(1,-1,1), 2.2, &shd2);
+ Sphere s3(Vec3f(3,0.8,-2), 2, &shd3);
+ InfinitePlane p1(Vec3f(0,-1,0),Vec3f(0,1,0), &shd4);
- /*
- Sphere s1(Vec3f(-2,1.7,0),2);
- Sphere s2(Vec3f(1,-1,1),2.2);
- Sphere s3(Vec3f(3,0.8,-2),2);*/
- //InfinitePlane p1(Vec3f(0,-1,0),Vec3f(0,1,0));
-
- /*
- Triangle t1(Vec3f(-2,3.7,0),Vec3f(1,2,1),Vec3f(3,2.8,-2));
- Triangle t2(Vec3f(3,2,3),Vec3f(3,2,-3),Vec3f(-3,2,-3));
- */
- Image img(camera.resX(),camera.resY()); // image array
+
+ Triangle t1(Vec3f(-2,3,1),Vec3f(1,2,1),Vec3f(3,2.8,3), &shd5);
+
+ /* add to scene */
+ scene.Add(&s1);
+ scene.Add(&s2);
+ scene.Add(&s3);
+ scene.Add(&p1);
+ scene.Add(&t1);
+
+
+ Image img(scene.camera()->resX(),scene.camera()->resY()); // image array
Ray ray; // primary ray
- for(int y=0;y<camera.resY();y++)
- for (int x=0;x<camera.resX();x++)
- {
-
- /* Initialize your ray here */
+ for(int y = 0; y < scene.camera()->resY(); y++)
+ {
+ for (int x = 0; x < scene.camera()->resX(); x++)
+ {
+
+ /* Initialize your ray here */
+
+ scene.camera()->InitRay(x+0.5,y+0.5,ray); // initialize ray
- camera.InitRay(x+0.5,y+0.5,ray); // initialize ray
+ Vec3f col = scene.RayTrace(ray);
+
+ img(x,y) = col; // store pixel color
+ //std::cerr << "Main: Image color = " << img(x,y) << std::endl;
+ }
+ }
+ img.WritePPM(fileName); // write final image
+}
+
+
+void RenderFrameEyeLight(const std::string& fileName)
+{
+ /* Scene definition */
+
+ Scene scene;
+
+ /* Flat shaders */
+ EyeLightShader shd1(&scene, Vec3f(1,0,0)); // red surface
+ EyeLightShader shd2(&scene, Vec3f(0,1,0)); // green surface
+ EyeLightShader shd3(&scene, Vec3f(0,0,1)); // blue surface
+ EyeLightShader shd4(&scene, Vec3f(1,1,0)); // yellow surface
+ EyeLightShader shd5(&scene, Vec3f(0,1,1)); // cyan surface
+ EyeLightShader shd6(&scene, Vec3f(1,1,1)); // white surface
+
+ /* scene objects */
+ Sphere s1(Vec3f(-2,1.7,0), 2, &shd1);
+ Sphere s2(Vec3f(1,-1,1), 2.2, &shd2);
+ Sphere s3(Vec3f(3,0.8,-2), 2, &shd3);
+ InfinitePlane p1(Vec3f(0,-1,0),Vec3f(0,1,0), &shd4);
+
+
+ Triangle t1(Vec3f(-2,3,1),Vec3f(1,2,1),Vec3f(3,2.8,3), &shd5);
+
+ /* add to scene */
+ scene.Add(&s1);
+ scene.Add(&s2);
+ scene.Add(&s3);
+ scene.Add(&p1);
+ scene.Add(&t1);
+
+ Image img(scene.camera()->resX(),scene.camera()->resY()); // image array
+ Ray ray; // primary ray
+
+ for(int y = 0; y < scene.camera()->resY(); y++)
+ {
+ for (int x = 0; x < scene.camera()->resX(); x++)
+ {
+
+ /* Initialize your ray here */
+
+ scene.camera()->InitRay(x+0.5,y+0.5,ray); // initialize ray
- Vec3f col = Vec3f(0,0,0); // background color
+ Vec3f col = scene.RayTrace(ray);
+
+ img(x,y) = col; // store pixel color
+ //std::cerr << "Main: Image color = " << img(x,y) << std::endl;
+ }
+ }
+ img.WritePPM(fileName); // write final image
+}
+
+void RenderFrameReflectiveEyeLight(const std::string& fileName)
+{
+ /* Scene definition */
+
+ Scene scene;
+
+ /* Flat shaders */
+ ReflectiveEyeLightShader shd1(&scene, 1.0, Vec3f(1,0,0)); // red surface
+ ReflectiveEyeLightShader shd2(&scene, 1.0, Vec3f(0.0,1.0,0.0)); // green surface
+ ReflectiveEyeLightShader shd3(&scene, 1.0, Vec3f(0,0,1)); // blue surface
+ ReflectiveEyeLightShader shd4(&scene, 0.8, Vec3f(1,1,0)); // yellow surface
+ ReflectiveEyeLightShader shd5(&scene, 1.0, Vec3f(0,1,1)); // cyan surface
+ ReflectiveEyeLightShader shd6(&scene, 0.0, Vec3f(1,1,1)); // white surface
+
+ /* scene objects */
+ Sphere s1(Vec3f(-2,1.7,0), 2, &shd1);
+ Sphere s2(Vec3f(0.4,-1,1), 2.0, &shd2);
+ Sphere s3(Vec3f(3,0.8,-2), 2, &shd3);
+ InfinitePlane p1(Vec3f(0,-1,0),Vec3f(0,1,0), &shd4);
+
+
+ Triangle t1(Vec3f(-2,3,1),Vec3f(1,2,1),Vec3f(3,2.8,3), &shd5);
+
+ /* add to scene */
+ scene.Add(&s1);
+ scene.Add(&s2);
+ scene.Add(&s3);
+ scene.Add(&p1);
+ scene.Add(&t1);
+
+
+ Image img(scene.camera()->resX(),scene.camera()->resY()); // image array
+ Ray ray; // primary ray
+
+ for(int y = 0; y < scene.camera()->resY(); y++)
+ {
+ for (int x = 0; x < scene.camera()->resX(); x++)
+ {
+
+ /* Initialize your ray here */
+
+ scene.camera()->InitRay(x+0.5,y+0.5,ray); // initialize ray
- /*
- if (s1.Intersect(ray))
- col = Vec3f(1,0,0);
- if (s2.Intersect(ray))
- col = Vec3f(0,1,0);
- if (s3.Intersect(ray))
- col = Vec3f(0,0,1);
- if (p1.Intersect(ray))
- col = Vec3f(1,1,0);
- if (t1.Intersect(ray))
- col = Vec3f(0,1,1);
- if (t2.Intersect(ray))
- col = Vec3f(1,1,1);
-
- img(x,y) = col; // store pixel color
- */
- }
+ Vec3f col = scene.RayTrace(ray);
+
+ img(x,y) = col; // store pixel color
+ //std::cerr << "Main: Image color = " << img(x,y) << std::endl;
+ }
+ }
img.WritePPM(fileName); // write final image
}
+
+
#define RESX 640 // image x-resolution
#define RESY 480 // image y-resolution
int main(int, char**)
{
- /* render three images with different camera settings */
-
- PerspectiveCamera c1(Vec3f(0,0,10),Vec3f(0,0,-1),Vec3f(0,1,0),60,RESX,RESY);
- RenderFrame(c1,"perspective1.ppm");
-
- PerspectiveCamera c2(Vec3f(-8,3,8),Vec3f(1,-.1,-1),Vec3f(0,1,0),45,RESX,RESY);
- RenderFrame(c2,"perspective2.ppm");
-
- PerspectiveCamera c3(Vec3f(-8,3,8),Vec3f(1,-.1,-1),Vec3f(1,1,0),45,RESX,RESY);
- RenderFrame(c3,"perspective3.ppm");
+ RenderFrameFlat("flatshaded.ppm");
+ RenderFrameEyeLight("eyelight.ppm");
+ RenderFrameReflectiveEyeLight("reflective.ppm");
}