#include <string>
+#include <iostream>
#include "Vec3f.hxx"
//#include "Sphere.hxx"
#include "Image.hxx"
#include "PerspectiveCamera.hxx"
-void RenderFrame(Camera &camera,
- const std::string& fileName)
-{
+void RenderFrame(Camera &camera, const std::string& fileName) {
/* scene objects */
/*
- Sphere s1(Vec3f(-2,1.7,0),2);
- Sphere s2(Vec3f(1,-1,1),2.2);
- Sphere s3(Vec3f(3,0.8,-2),2);*/
+ 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
- Ray ray; // primary ray
-
- for(int y=0;y<camera.resY();y++)
- for (int x=0;x<camera.resX();x++)
- {
-
- /* Initialize your ray here */
-
- camera.InitRay(x+0.5,y+0.5,ray); // initialize ray
-
- Vec3f col = Vec3f(0,0,0); // background color
-
- /*
- 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
- */
- }
+ 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
+ Ray ray; // primary ray
+
+ for(int y = 0; y < camera.resY(); y++)
+ for(int x = 0; x < camera.resX(); x++) {
+
+ /* Initialize your ray here */
+
+ camera.InitRay(x + 0.5, y + 0.5, ray); // initialize ray
+
+ Vec3f col = Vec3f(0, 0, 0); // background color
+
+ /*
+ 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
+ */
+ }
img.WritePPM(fileName); // write final image
}
#define RESX 640 // image x-resolution
#define RESY 480 // image y-resolution
+using namespace std;
-int main(int, char**)
-{
- /* render three images with different camera settings */
+int main(int, char**) {
+ // test vector implementation
- PerspectiveCamera c1(Vec3f(0,0,10),Vec3f(0,0,-1),Vec3f(0,1,0),60,RESX,RESY);
- RenderFrame(c1,"perspective1.ppm");
+ Vec3f bar(1, 4, 5), foo(3, 2, 1);
+ cout << "Using example vector bar=" << bar << ", foo=" << foo << endl;
+ cout << "bar | foo = " << (bar | foo) << ", should be 16" << endl;
+ cout << "bar | bar = " << (bar | bar) << ", should be 42" << endl;
+ cout << "foo | foo = " << (foo | foo) << ", should be 14" << endl;
+ cout << "bar % foo = " << (bar % foo) << ", should be (-6,14,-10)" << endl;
+ cout << "bar % bar = " << (bar % bar) << ", should be (0,0,0)" << endl;
+ cout << "foo % foo = " << (foo % foo) << ", should be (0,0,0)" << endl;
+ cout << "bar.norm() = " << bar.norm() << ", should be 6.48" << endl;
+ cout << "foo.norm() = " << foo.norm() << ", should be 3.74" << endl;
+ cout << "bar*5 = " << (bar * 5) << ", should be (5,20,25)" << endl;
+ cout << "bar/5 = " << (bar / 5) << ", should be (0.2,0.8,1)" << endl;
+ cout << "bar + foo = " << (bar + foo) << ", should be (4,6,6)" << endl;
+ cout << "bar - foo = " << (bar - foo) << ", should be (-2,2,4)" << endl;
+ cout << "foo - bar = " << (foo - bar) << ", should be (2,-2,-4)" << endl;
+ cout << "bar * foo = " << (bar * foo) << ", should be (3,8,5)" << endl;
+ cout << "bar / foo = " << (bar / foo) << ", should be (0.33,2,5)" << endl;
+ cout << "foo / bar = " << (foo / bar) << ", should be (3,0.5,0.2)" << endl;
+
+ cout << "bar *= 4: " << (bar *= 4) << ", should be (4,16,20)" << endl;
+ cout << "bar /= 2: " << (bar /= 2) << ", should be (2,8,10)" << endl;
+ cout << "bar += foo: " << (bar += foo) << ", should be (5,10,11)" << endl;
+ cout << "bar -= Vec3f(5,6,3): " << (bar -= Vec3f(5, 6, 3))
+ << ", should be (0,4,8)" << endl;
+
+ cout << "bar[0] = " << bar[0] << ", should be 0" << endl;
+ cout << "bar[1] = " << bar[1] << ", should be 4" << endl;
+ cout << "bar[2] = " << bar[2] << ", should be 8" << endl;
+ cout << "foo[0] = " << foo[0] << ", should be 3" << endl;
+ cout << "foo[1] = " << foo[1] << ", should be 2" << endl;
+ cout << "foo[2] = " << foo[2] << ", should be 1" << endl;
+
+ bar.normalize();
+ cout << "bar.normalize(): " << bar << ", should be (0,0.44,0.89)" << endl;
+ foo.normalize();
+ cout << "foo.normalize(): " << foo << ", should be (0.80,0.53,0.26)" << endl;
+ bar = foo;
+ cout << "bar := foo: bar = " << bar << ", should be (0.80,0.53,0.26)" << endl;
+
+ /* 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 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");
+ PerspectiveCamera c3(Vec3f(-8, 3, 8), Vec3f(1, -.1, -1), Vec3f(1, 1, 0), 45,
+ RESX, RESY);
+ RenderFrame(c3, "perspective3.ppm");*/
}